Excal-heim
Spellcasting ability:
Spell attack:
Spell save:
Multiple Heads. The viceroy dragon has three heads.
Whenever the viceroy dragon takes 60 or more damage in a single turn, one of its heads dies.
If all its heads die, the viceroy dragon dies.
At the end of a long rest, the viceroy dragon regrows any missing heads.
Ruby. Speech/Hearing right. Psy-Fire?
White. Speech/Hearing left. Frost?
Gold. Sight/Blind. Fire?
While it has more than one head, the viceroy dragon has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. While the viceroy dragon sleeps, at least one of its heads is awake.
when the ruby and silver heads speak, those nearby hear whispers in their ears, and when the gold head speaks, its victims see visions. I guess? yeah.
Multiattack. The dragon can use its Maddening Presence. It then makes three melee 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 + 3 1d6 fire + 3 1d6 necrotic 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. Maddening 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 19 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a target is also disturbed, acting as if under the effects of the confusion spell. 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 Maddening Presence for the next 24 hours.
Breath Weapon (Recharge 5–6). The viceroy dragon exhales burning psychic force in a 60-foot cone.
The breath ignites all objects in the area. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, they take 22 4d10 fire + 22 4d10 psychic damage. On a successful save, they take half as much damage, and their equipment remains unlit. | Burn Time
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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. Psychic Detection. The dragon makes a Wisdom (Perception) check. It has advantage on this ch if it is searching for creatures within 120 feet of it that have an Intelligence score of 4 or higher. Psychic Distraction. One creature within 30 feet loses the ability to cast spells of 1st level or higher until the start of the dragons next 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 25 Dexterity saving throw or take 17 2d6+10 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.