Fairy Dragon Greatwyrm (5e Creature)
Fairy Dragon Greatwyrm[edit]
Gargantuan dragon, chaotic good Armor Class 22 (natural armor)
Saving Throws Str +7, Wis +18, Cha +16 Illustrious Wings. The Faerie Dragon doesn’t provoke opportunity attacks when flying. While the Faerie Drsgon is visible and flying, (non-combat only), any non good aligned creature must make a dc 18 Wisdom saving throw. On a failed save they are under the frightened condition for 2d4 weeks and take 2d10 psychic damage whenever they finish a short rest as the Greatyrm’s Vibrant colored wings cause seizures in their mind. Faewake (Recharges after a Short or Long Rest). When the Faerie Greatwyrm reaches 0 hp, it instantly resets to 460 hitpoints, resets it’s breath weapons, regains any spent legendary resistances, any expended spells it could only cast a certain number of timed and gains access to Mythic actions. Award the party an addition 75,000 upon the Greatwyrm’s defeat after Faewoken. Folly of Nafair. The Faerie Greatwyrm is treated as a level 17 spellcaster and all leveled spells it casts are being treated as being cast at 4th level if they are 3rd level or below. Twice per each of the Greatwyrm’s turns, Whenever the Greatwyrm speaks it may cast Vicious Mockery by using it’s sentence as a verbal component. Innate Spellcasting. The Greatwyrm’s spellcasting modifier is charisma. The greatwyrm can cast one of the following spells, requiring no spell components and using Charisma as the spellcasting ability. The Greatwyrm can cast spells as a bonus action. (spell save DC 24, +9 to hit with spell attack): At will: greater invisibility, magic missile, Nathair's mischief, polymorph (self only), sleep, vicious mockery Limited Magic Immunity. The dragon can't be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Prehensile Tail. The dragon's tail acts as an extra limb and the Greatwyrm takes no damage from melee attacks in that section as the tail will automatically dodge. ACTIONSMultiattack. The dragon makes 4 attacks with its claws and make 3 attack with it’s tail. Claw. Melee Weapon Attack: Reach 25 feet: +7 to hit: On hit, (3d8 + 16) Force Damage. Tail. Melee Weapon Attack: Reach 60 feet: +4 to hit: On hit, (4d10 + 9) Bludgeoning Damage and the target is trapped by the Greatwyrm. Tricky Breath (Recharge 5-6). The dragon exhales gas in a 60-foot cone. Roll a d4 and use the rolled breath weapon to determine its effect. The breath is a 105 foot cone. The Save is a dc28 Dexterity saving throw. Immediately choose option 4 if the Greatwyrm is Faewoken. 1. Minty fresh breath: The Greatwyrm breathes a spray of Peppermint spelling fire. On a failed save, creature hit take (15d6 + 15) Fire damage, or half as much on a successful one. 2. Intoxicating Breath: The Greatwyrm Breathes out a gushing Stream of alcoholic beverages. Creatures who fail the saving throw are Intoxicated by the Greatwyrm, while they are intoxicated, they take 1d8 acid damage at the start of their turns and have disadvantage on ranged attack rolls and are unable to concentrate on spells. At the end of their turn, the creatures must make a dc18 Charisma saving throw to shake off the Intoxication. 3. Laughing Gas: Creatures who fail the saving throw become giggling uncontrollably for their next 3 turns, becoming incapacitated and uses all of their movement to dash in a random direction. 4. The whole Shabang Breath: Has the combined effects of all previous breath weapons.
LEGENDARY ACTIONSThe 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. Tail. The Dragon uses it’s tail attack. MYTHIC ACTIONSAt the start of its turn, the dragon gains 1d4 mythic actions and loses any remaining ones. After the dragon, or another creature it can see, takes an action, the dragon can use any number of the mythic action options below as long as it doesn’t spend more than 3 mythic actions. The dragon can’t use the same mythic action twice on the same turn. Flash into the Faewild (Costs 2 Actions). The Faerie Dragon glows a colorful rainbow, all willing creatures, (unwilling creatures must make a dc24 consitution saving throw) teleport into the faewild. All unwilling creatures that are teleported into the faewild take (14d12 + 28) radiant damage, become blinded and become knocked prone until the Greatwyrm’s next turn. All willing creatures can stay for up to 3 hours before returning. |
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