Anthro Dragon (5e Creature)

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Anthro Dragon[edit]

Medium dragon, see Draconic Heritage below


Armor Class 17 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft., fly 60 ft., swim 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 12 (+1) 11 (+0) 16 (+3)

Saving Throws Dex +5, Con +5, Wis +3, Cha +6
Skills Arcana +7, Perception +6, Stealth +5
Damage Immunities see Draconic Heritage below
Senses blindsight 20 ft., darkvision 90 ft., passive Perception 16
Languages Common, Draconic, telepathy 30 ft.
Challenge 5 (1,800 XP)


Draconic Heritage. The anthro dragon has immunity to a type of damage and alignment based on the color of dragon that its egg came from (choose or roll a d10): 1-2, acid (black; chaotic neutral, copper; chaotic neutral); 3-4, cold (silver; chaotic good, white; chaotic neutral); 5-6, fire (brass; chaotic neutral, gold; lawful good, red; chaotic neutral); 7-8, lightning (blue; lawful neutral, bronze; lawful neutral); 9-10, poison (green; lawful neutral).

Magic Resistance. The anthro dragon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (3/Day). The anthro dragon can innately cast detect magic, requiring only verbal components. Its innate spellcasting ability is Charisma.

Spellcasting. The anthro dragon is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The anthro dragon knows the following sorcerer spells:

Cantrips (at will): light, mage hand, mending, minor illusion, prestidigitation
1st level (4 slots): disguise self, magic missile, shield
2nd level (3 slots): invisibility, misty step, shatter
3rd level (3 slots): counterspell, hypnotic pattern
4th level (3 slots): confusion
5th level (1 slot): animate objects

ACTIONS

Multiattack. The anthro dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) piercing damage plus 3 (1d6) damage of its elemental type.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Elemental Breath (Recharge 5-6). The dragon exhales energy of its elemental type in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 40 (9d8) damage of this dragon's elemental type on a failed save, or half as much damage on a successful one.


A Silver Anthro Dragoness made by sixthleafclover

An anthro dragon is a humanoid looking dragon born of strong magic. They are created when a dragon egg is exposed to intense magic before hatching. They are born with a more humanoid body and a great aptitude for magic. They usually end up being rejected by both dragon society and societies of humanoids. They go out into the wilderness and live the life of hermits with very little interaction with any other living creatures. When seeing humanoids, an anthro dragon will sometimes get curious and use magic to help go in for a closer look, longing for some social interaction, while still doing its best to stay hidden. If corned, many anthro dragons would rather run than fight, but if it is the only choice, they will fight back with the ferocity of a true dragon.
Alternatively, when humanoids wish to gain the abilities and powers of dragons, they will perform a forbidden ritual which will turn them into an anthro dragon. Or humans may be turned into an anthro dragon through a strong curse or other magical means.

Variant. A fey touched anthro dragon is created when a dragon egg is in or affected by powerful magic or by anthro dragons spending many years inside the Feywild. Due to this, anthro dragons have a stronger connection to the magic of nature than to raw magic itself. The magic of the Feywild changes the color of the scales and their type of breath weapon. Many anthro dragons will usually leave the Feywild, knowing how they were truly not meant to be there. They go and fill the role as natures guardians, protecting forests, rivers and mountains for those that would want to harm them. As before, they would much rather avoid combat and will usually use trickery and restraining spells rather than those that cause another creature harm. But if they have no other choice, they will fight back with both the ferocity of a dragon, but the power of mother nature.

Variant: Fey Touched Anthro Dragon

A fey touched anthro dragon gains the following trait:

Speak with Beasts. The anthro dragon can communicate with beasts as if they shared a language.

It also has its Spellcasting trait modified to the following:

Spellcasting. The anthro dragon is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The anthro dragon knows the following sorcerer and druid spells:

Cantrips (at will): druidcraft, guidance, mending
1st level (4 slots): cure wounds, entangle, faerie fire
2nd level (3 slots): animal messenger, gust of wind, hold person
3rd level (3 slots): conjure animals, plant growth
4th level (3 slots): enroot, locate creature
5th level (1 slot): commune with nature, tree stride

A fey touched anthro dragon has its Elemental Breath altered to the following:

Fey Breath (Recharge 5-6). The anthro dragon exhales its breath weapon in a 15-foot cone. An anthro dragon will have one of the following breath types:
Sleep Breath. The anthro dragon exhales sleep gas. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Slowing Breath. The anthro dragon exhales slowing gas. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Weakening Breath. The anthro dragon exhales weakening gas. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Paralyzing Breath. The anthro dragon exhales paralyzing gas. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Charming Breath. The anthro dragon exhales charming gas. Each creature in that area must succeed on a DC 14 Wisdom saving throw. On a failed save, the creature is charmed by the anthro dragon for 1 minute, regarding the dragon as a trusted friend to be heeded and protected. Although it isn't under the anthro dragon's control, it takes the anthro dragon's requests and actions in the most favorable way it can. Each time the anthro dragon or the anthro dragon's companions do anything harmful to an affected creature, it may repeat the saving throw, ending the effect on itself on a success.



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