Elemental Dragon (5e Creature)

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Elemental Dragon[edit]

Huge dragon, chaotic good


Armor Class 17 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft., fly 50 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Str +10, Con +10
Skills Arcana +7, Deception +8, Insight +7, Intimidation +8, Perception +7, Persuasion +8
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison; see Elemental Form below
Condition Immunities poisoned; see Elemental Form below
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages Common, Draconic
Challenge 15 (13,000 XP)


Elemental Form. The elemental dragon has 4 elemental forms, air, water, earth, fire, each of these forms has their own vulnerability, immunities, and resistances, and special moves shown below.

Fire Form When the dragon is in this form, the dragon has a fire body and has hot red eyes, and you can walk through the body of the dragon but whoever touches the dragon takes 2d4 fire damage. The dragon has resistance to bludgeoning slashing, and piercing damage, and is immune to fire (and its condition), acid, poison (and its condition) and is vulnerable to water and does not have to breath

Water Form When the dragon is in this form, the dragon has a blue-liquid body (which you can stick your hand through) and deep blue eyes and has resistance to bludgeoning slashing, and piercing damage, and is immune to drowning, acid, poison (and its condition) and is vulnerable to nothing and does not have to breath as well as resistance to fire (and its condition)

Air Form When the dragon is in this form, the dragon has an air-like body that can be seen through and the dragon has no eyes but is just air and you can walk through the body of the dragon but they take 2d4 force damage and gets pushed back 5 feet and flying speed is increased to 60 as well as can seep through any small crack and has resistance to bludgeoning, slashing, and piercing damage, and is immune to acid, poison (and its condition), fire (and its condition) and is vulnerable to nothing

Earth Form When the dragon is in this form, the dragon has a rocky body with dark brown eyes and the dragon has resistance to bludgeoning, slashing, and piercing damage, and is immune to acid, poison (and its condition), fire (and its condition) and is vulnerable to extreme temperatures

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 2 (1d4) whatever for the dragon is the type of damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Elemental Breath (Recharge 5-6). The dragon exhales elemental energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Elemental Surge (1/Day). The dragon uses one of the following elemental surges:

Fire Storm (Fire Form Only). The dragon flys 60 feet in the air and explodes without killing the dragon itself and shoots out multiple fire bolts in a 30-foot area and whoever in the radius has to make a 16 Dexterity saving throw or take 5d8 + 8 fire damage and half on a success save. Once this ability is used the dragon absorbs itself back up in a 30-foot area. this can only be used 1 time in a form.
Flood (Water Form Only). The dragon expands in a 50-foot radius block that is 30 feet tall and covers all corners with water and whoever is in the radius has to make a 17 con saving throw and on a failed save, whoever in their takes 4d10 bludgeoning damage but on a successful save nothing happens this can only be used 1 time in a form.
Spikes (Earth Form Only). The dragon absorbs into the ground, the dragon chooses 3 spots and spikes shoot up out of the ground in a 10-foot wide 30-foot tall spike which gets taller and wider with every spike that is added on to that same spike and the spike gets 5 foot wider and 15 foot taller and damage increases by 2d4 every time a spike is added. If the spike reaches the ceiling, the spike cannot get wider or taller but if someone gets caught in the radius they have to make a 15 dex saving throw and on a fail, they take 3d8 piercing damage and half on a successful one.
Tornado (Air Form Only). The dragon spins in a circle and turns into a tornado, anybody in a 30-foot wide 50-foot high cylinder has to make a 15 dex saving throw or take 7d6 bludgeoning force damage, or half on a successful one.

BONUS ACTIONS

Form Shift (2/Day). The dragon changes its elemental form.

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes one tail attack.
Wing Attack (Costs 2 Actions). The dragon swings its wings, Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

The dragon when it is not in its form has a mix of air, fire, earth, and water in its body and its eyes every so often switch between elements, and the dragon's tactics are to always think of the best option to attack and the dragon's lore is unknown and not natural, but it can only be made when there is rocks, air, fire, and water present in a 15-mile radius and a ritual is made in the radius, the dragon absorbs the elements as well as the people who casted the ritual and summons (base damage for fire is fire damage, base damage for water is bludgeoning damage, base damage for air is force damage, base damage for earth is piercing damage)

Elemental Nature. An elemental dragon doesn't require air, food, drink, or sleep.

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