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Ka Dragon

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Author: Rlyehable (talk)
Date Created: 2019-12-06
Status: 1st Draft
Editing: Clarity edits only please
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Yellow Dragon
Original File Name: Hokusai_Dragon.jpg
By: Katsushika Hokusai (葛飾北斎) [Public domain], via Wikimedia Commons
Image not part of the SRD
Ka Dragon Adult
Huge Dragon (Ka Dragons), Any Alignment
Armor Class: 20 (natural armor)
Hit Points: 256 (19d12+133)
Speed: 40 ft., fly 80 ft. (hover), swim 40 ft.
STR DEX CON INT WIS CHA
27 (+8) 16 (+3) 25 (+7) 16 (+3) 16 (+3) 20 (+5)
Saving Throws: Dex +9, Con +13, Wis +9, Cha +11
Skills: Insight +8, Perception +14, Persuasion +13, Stealth +8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunity: matches breath weapons
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages: Common, Draconic
Challenge: 20 (25,000 xp)Proficiency Bonus (PB): +6
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.

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) 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 21 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.

Breath Weapons (Recharge 5-6). The dragon uses one of the two breath weapons (see below)

Change Shape. The dragon magically polymorphs into a humanoid, dragon, or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that 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 a tail attack.

Writhe Attack (Costs 2 Actions). The dragon writhes. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Ka Dragon[edit]

Ka dragons are serpentine with four legs, a long tail, and wikipedia:Barbals

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Breath Weapons[edit]

The Ka Dragon has two breath weapons. The GM can choose two or roll on the table twice:

d10 Breath Weapon
1 Acid Breath. The Dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
2 Cold Breath. The Dragon exhales an icy blast in a 60-foot cone. Each creature in that line must make a DC 21 Dexterity saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
3 Fire Breath. The Dragon exhales fire in a 60-foot cone. Each creature in that line must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
4 Force Breath. The dragon exhales repulsion energy in a 90-­foot line. Each creature in that area must succeed on a DC 21 Strength saving throw, taking 58 (13d8) force damage and is pushed 60 feet away from the dragon, or half as much damage (and is not pushed) on a successful one.
5 Lightning Breath. The Dragon exhales lightning in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
6 Necrotic Breath. The dragon exhales necrotic mist in a 60-foot cone. Each creature in that cone must make a DC 21 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is also lowered by this amount. If the target is reduced to 0 hit points this way, it's hit point maximum becomes 1. The reduction to the target's hit point maximum lasts until

removed by the greater restoration spell or similar magic.

7 Poison Breath. The dragon exhales poison gas in a 60-foot cone. Each creature in that cone must make a DC 21 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
8 Psychic Breath. The Dragon psychic energy in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Wisdom saving throw, taking 66 (12d10) psychic damage on a failed save, or half as much damage on a successful one.
9 Radiant Breath. The Dragon exhales a radiant beam in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 54 (12d8) radiant damage on a failed save, or half as much damage on a successful one. Creatures that failed the save are also blinded for 1 minute.
10 Thunder Breath. The dragon expels vibrational energy in a 60-foot cone. Each creature in that cone must make a DC 21 Dexterity saving throw, taking 54 (12d8) thunder damage on a failed save, or half as much damage on a successful one. Creatures that failed the save are also deafened for 1 minute. This attack can be heard up to 800 feet away.




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