Shard-Born Proto-Dragon

Gargantuan aberration (Half-Dragon), typically chaotic evil

Armor Class: 22 (Natural Armor)

Hit Points: 480 (30d20 + 150)

Speed: 40 ft., fly 80 ft., climb 40 ft.

STR26(+8)
DEX14(+2)
CON20(+5)
INT6(-2)
WIS18(+4)
CHA24(+7)

Saving Throws: DEX +9, CON +12, WIS +11, CHA +14

Damage Resistances: Fire, Lightning, Psychic

Damage Immunities: Necrotic, Poison

Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned

Senses: Darkvision 120ft, Truesight 60ft, Passive Perception 18

Languages: Deep Speech Understands but cannot speak, Draconic Understands but cannot speak

Challenge: 24 (62,000 XP)

Proficiency Bonus: +7

Unstable Birth. At the start of each of its turns, roll a d6: On a 1–2, the proto-dragon is wracked by feedback. It loses legendary actions for that round. On a 3–4, its body emits a Shard Blight pulse (see below). On a 5–6, the dragon gains advantage on all attack rolls and saving throws until the start of its next turn.

Shard Blight Pulse (Recharge 5–6). The proto‑dragon releases a 60‑foot‑radius wave of raw shardisite corruption centered on itself. Every creature in range must make a DC 21 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save or half as much on a successful one. On a failure, the creature is cursed (disadvantage on all saving throws) until the start of the proto‑dragon’s next turn. A remove curse ends the effect.

Reality Fracture. The dragon exists partially out of phase. When it takes damage from a source it cannot see, roll a d20. On a 10 or higher, the damage is negated.

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

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 8) piercing + 21 (6d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 8) slashing.

Necrotic Breath (Recharge 5–6). The proto-dragon exhales a torrent of black and green mist in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 72 (16d8) necrotic damage on a failed save, or half as much on a success.

Shard-Born Proto-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. Shard-Born Proto-Dragon regains spent legendary actions at the start of its turn.

Corrupt Earth. The ground in a 10-ft. radius becomes corrupted. Difficult terrain, and creatures starting their turn there take 9 (2d8) poison damage.

Phase Twist (Costs 2). Teleport up to 120 ft. to an unoccupied space it can see. It leaves behind a shardling echo (CR 1 creature) that vanishes after 1 minute or when hit.

Shatter Form (Costs 3). It momentarily fractures its body, becoming intangible until the start of its next turn (resistance to all damage).

Homebrew

Lore

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  • homebrew_rules_reference/creatures_adversaries/shard-born-proto-dragon.txt
  • Last modified: 11 days ago
  • by 127.0.0.1