Sfairam
Guardian Dragon of Water (a.k.a. The Sapphire Dragon)
Divine Goals & Aspirations
Remove these ads. Join the Worldbuilders Guild
Spellcasting: The dragon is an 20th-level spellcaster. Its Spellcasting ability is Intelligence (spell save DC 22, +15 to hit with spell attacks). The dragon the following Spells prepared:
• Cantrips (at will): Light, Mage Hand
• 1st level (4 slots): Armor of Agathys, Detect Magic, Identify, Shield
• 2nd level (3 slots):
• 3rd level (3 slots): Counterspell, Dispel Magic, Remove Curse
• 4th level (3 slots): Blight
• 5th level (3 slots): Greater Restoration, Scrying
• 6th level (1 slot):
• 7th level (1 slot):
• 8th level (1 slot): Tsunami
• 9th level (1 slot):
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.
texty: shapechange to sulits and dragonborn
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: +13 to hit, reach 15 ft., one target. Hit: 17 2d10+6 piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 2d6+6 slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 2d8+6 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 24 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 following breath weapons.
Ice Breath. The dragon exhales cold air in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 71 13d10 cold damage on a failed save, or half as much damage on a successful one.
Cold Breath. The dragon exhales cold gas in a 90-foot cone. Each creature in that area must succeed on a DC 27 Constitution saving throw or have disadvantage on Dexterity-based attack rolls, Dexterity checks, and Dexterity saving throws 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.
Water spear. The dragon exhales a piercing ray of water on a creature within 120 ft.. The target must succeed on a DC 27 Dexterity saving throw, taking 165 30d10 piercing damage on a failed save.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 14 2d6+6 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Ancient Sapphire Dragon
Comments