Great Wyrm Force Dragon (5e Creature)
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Colossal dragon, neutral
Saving Throws Strength +17, Constitution +17, Intelligence +17, Charisma +17
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Alertness. Dragon gets a +2 bonus on all Listen checks and Spot checks.
Displacement. An ancient force dragon’s deflecting force bends light even more extremely, giving the dragon the benefit of the displacement spell (50% miss chance). This supersedes its blur ability.
Invisibility. A great wyrm force dragon is a creature of pure force, and is completely invisible (as though protected by greater invisibility). A creature that can see invisible creatures must still contend with the dragon’s displacement ability.
Spell-Like (3/day). forcecage, maze, resilient sphere, telekinetic sphere, wall of force. The DCs are Charisma-based.
A force dragon’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Bite. Melee Weapon Attack: +20 to hit, reach 20Ft., one creature. Hit: (6d8+20) PIERCE.
Claw. Melee Weapon Attack: +20 to hit, reach 15Ft., one creature. Hit: (4d8+20) Slash.
Wing Attack. Melee Weapon Attack: +20 to hit, reach 10Ft., one creature. Hit: (4d4+20) Bludgeon.
Tail slap. Melee Weapon Attack: +20 to hit, reach 25Ft., one creature. Hit: (4d8+30) Bludgeon.
Breath Attack. A force dragon has one of breath weapon, a cone of force that tears through creatures and objects in its area to devastating effect. Breath Attack: +20 to hit, reach 60Ft., Cone. Hit: (45d12) force. Recharge 10 turn
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 29 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.
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.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take (4d4+20) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.