Ancient Spirit Dragon
Forgotten Realms: Adventures in Faerûn p. 279
- Tamaño
- Gargantuesco
- Tipo
- dragon (spirit)
- Alineamiento
- neutral
- CA
- 21
- Puntos de golpe
- 420 (24d20+168)
- Velocidad
- Walk 40 ft., Burrow 30 ft., Fly 80 ft.
- Salvaciones
- Dex +9, Con +14
- Habilidades
- History +14, Insight +11, Perception +11, Stealth +9
- Resistencias
- Necrotic
- Sentidos
- Blindsight 60 ft., Darkvision 120 ft.
- Percepción pasiva
- 21
- Idiomas
- Telepathy 120 ft.; Common, Draconic
- Desafío
- 22
- Linaje
- Dragon
Rasgos
Proficiency Bonus
+7
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
recharge
5/DAY
Acciones
Multiattack
The dragon makes three Rend attacks. It can replace one attack with a use of Time-Warping Breath or Spellcasting to cast Thunderwave (level 2 version).
Rend
Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10+8) Slashing damage plus 9 (2d8) Necrotic damage.
Ruinous Breath (Recharge 5-6)
Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 72 (16d8) Necrotic damage. Success: Half damage.
recharge
D5
Spellcasting
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 22):
- At will: Detect Magic, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
- 1/day each: Legend Lore (as an action), Sequester
Time-Warping Breath
Wisdom Saving Throw: DC 22, each creature that isn't currently affected by this breath in a 90-foot Cone. Failure: The target's Speed is halved, it can't take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Acciones legendarias
Legendary Actions (4/Turn)
Legendary Action Uses: 3/Turn, or 4/Turn in Lair. Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
recharge
4/TURN
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Shattering Wave
The dragon uses Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins
The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the Cylinder when it appears is subjected to the following effect. Strength Saving Throw: DC 22. Failure: 13 (3d8) Bludgeoning damage, and the target has the Prone condition. Failure or Success: The dragon can't take this action again until the start of its next turn.
Spirit Dragon Lairs Categoría: lair
Spirit dragons haunt the ruined cities and buried monuments of ancient empires. The region containing an adult or ancient spirit dragon's lair is changed by its presence, creating the following effects:
Enchanted Acoustics: Creatures within 1 mile of the lair have Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time Distortion: While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.
Conjuros
Detect Magic, Shapechange, Thunderwave, Legend Lore, Sequester
Otros datos
description
Spirit Dragons: Draconic Scions of an Ancient Empire Treasure: Any
Spirit dragons, sometimes called song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of a bygone age, and so as they grow and mature, they develop an erratic control over time. A spirit dragon's primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies. Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage. No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins:
| 1d6 | The Spirit Dragon Traces Its Origins To... |
|---|---|
| 1 | Evermeet, a mythical realm of the elves. |
| 2 | Imaskar, a southern empire of artificers. |
| 3 | Jhaamdath, a prehistoric psiocracy. |
| 4 | Myth Drannor, a legendary city of magic. |
| 5 | Netheril, an empire of arcane secrets. |
| 6 | Ostoria, the first kingdom of the giants. |
Ancient Spirit Dragon: Ancient spirit dragons have outgrown the petty concerns of the current age. After centuries of studying the culture and beliefs of an ancient empire, a spirit dragon's personality and outlook are often indistinguishable from that fallen realm's.
Spirit dragons, sometimes known as song dragons, are unique and powerful dragons associated with the magic and memory of bygone ages and realms.
Description: A spirit dragon can hatch from any dragon egg buried in ancient ruins and left to incubate under certain conditions. Once hatched, they grow into living embodiments of the ancient place from which they originated. Each spirit dragon has distinct features that belie the lost realm or age with which they are associated, although all have wings with which to fly. From a young age, they can also burrow with surprising efficiency, assisted by their natural blindsight.
Personality: Spirit dragons are driven first and foremost by a hunger to learn about, understand, and unearth the secrets of the society that left the ruins in which their egg hatched. They spend their whole lives learning about this lost culture and its beliefs and outlook, and assimilate much of what they learn into their own personalities. On occasion, they are known to hire adventurers to delve into the ruins of their homelands. They further have a general innate appreciation for and curiosity about the intellectual, artistic, and cultural facets of other humanoid societies, particularly their music. While they find even mundane songs to be moving, they are struck with deep and potentially overwhelming emotions upon hearing a song written by the lost society with which they associate.
Combat: Spirit dragons draw their power from the very history and magic of ancient and lost places, which manifests as both limited and erratic control over time itself as well as necrotic energy that suffuses their physical attacks. They are in turn resistant to the effects of necrotic magic. They also master spellcasting as they age. Older dragons can cast detect magic, shapechange (although they are limited to animal or humanoid forms), and thunderwave whenever they wish and without any material components (and are known to make extensive use of thunderwave in battle). Once each day, they can also cast legend lore and sequester. One of the most remarkable abilities they develop in their adulthood is the magic to physically unearth ancient ruins and raise them into the air. They use this power in battle to bludgeon enemies with ancient stones or to disrupt the battlefield and hamper enemy movements.
Breath Weapon: Spirit dragons possess two distinct breath attacks. The first is a ruinous, 90‑foot-long (27‑meter) blast of necrotic power. The second warps time in a 90‑foot-long (27‑meter) cone, which can cause creatures to appear to be moving and reacting half as fast as normal.
Homelands: While spirit dragons can theoretically be found in any ancient ruins, they are notably said to inhabit places associated with the ancient empires of Imaskar, Jhaamdath, Netheril, and Ostoria, as well as other places with long histories like Evermeet or Myth Drannor. They are occasionally known to cause trouble in nearby regions if they experiment with hazardous forgotten magic or inadvertently unleash long-buried dangers.
Lairs: A spirit dragon generally makes its lair in a ruined monument or city nearby to the remains or remnants of the ancient realm with which it is obsessed. The dragon's presence within its lair causes all music to become more beautiful, all creatures to age at one-tenth their normal rate, and anyone aside from the dragon or its friends to be more susceptible to charm magics. The region within 1 mile (1,600 meters) of the lair comes under the influence of this magic for as long as the dragon dwells there.
Lifecycle: Wyrmlings spend their days exploring the ruins in which their egg hatched. As they gain confidence and mature, they begin delving into the ruins' secrets and testing ancient magics. As adults, they are known to travel in disguise (using the shapechange spell) amongst humanoids to indulge their curiosity. Finally, ancient specimens have spent so many centuries immersed in the study of their ancient homeland that their world view becomes identical to that of the long lost society's. At this point, they hold almost no remaining interest in the concerns of their current time and place.