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🔮🐲✨ With scales that seem to drink in the ambient magic and eyes that gleam with intellectual fervor, these dragons are as much a part of the magical landscape as any spell or artifact.

Spell Dragons seek out nexuses of magical power, often taking residence in the remnants of old mage towers, the ruins of arcane universities, or deep within caverns lined with crystals that pulse with magical energy. Here, they study the flows of magic with an obsessive dedication, deciphering ancient spells and unraveling the mysteries of the cosmos.

Masters of Magical Warfare
With an unparalleled ability to absorb and redirect magic, Spell Dragons are feared opponents in combat. They can turn an adversary's spells into nourishment, and their forceful breath—a catastrophic melding of raw energy and spellcraft—is both a marvel and a terror to behold.

A Spell Dragon's Lair

The pathways are lined with runes and sigils that glow with a spectral light, and the chambers are filled with floating orbs of light that respond to the dragon’s mood. The air hums with a power that defies the uninitiated, every corner protected by wards and enchantments.

A Library of Ages
At the heart of the lair lies a library vast enough to make any scholar weep with envy. Tomes of forgotten lore, scrolls containing spells lost to the world, and artifacts of immense power are organized in an order only the Spell Dragon understands. This library is both treasure and weapon, a source of the dragon’s ever-growing power.

Mirrored Defenses
Intruders will find that the lair itself fights back. Mirrors adorn the walls, not for vanity, but to confuse and disorient. These mirrors do not reflect the physical form but the soul, confronting invaders with their deepest fears or desires. Some hallways lead to other dimensions, while others loop back onto themselves, a never-ending maze for the unworthy.

The Spellweaver's Chamber
Deepest within the lair is the Spellweaver's Chamber, a place where the Spell Dragon weaves magic into the very threads of reality. The chamber pulses with every spell cast within, and the dragon can manipulate this energy to create complex, multi-layered defenses or to power their own formidable spellcasting.

Allies of the Arcane
On rare occasions, a Spell Dragon may ally with powerful wizards or other spellcasters, exchanging knowledge for services or magical artifacts. Those allowed within the lair are expected to contribute to its collection of knowledge, leaving behind a spell, a piece of lore, or an artifact of their own creation.

Lair Actions

On initiative count 20 (losing initiative ties), the Spell Dragon takes a lair action to cause one of the following magical effects; the dragon can't use the same effect two rounds in a row:

  1. Arcane Collapse: The dragon manipulates gravitational forces to cause a sudden, localized ceiling collapse over one creature it can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone, buried under debris. The buried creature is restrained and unable to breathe or stand up. A creature can use its action to make a DC 10 Strength check, ending the restrained condition on a success.
  2. Mystic Fog: The dragon creates a dense fog of magical energy in a 20-foot-radius sphere centered on a point it can see within 120 feet. The fog spreads around corners and lasts for the round. Each creature in the fog must make a DC 15 Constitution saving throw or become disoriented and blinded for 1 minute by the swirling magical patterns. A creature can attempt the saving throw again at the end of each of its turns, shaking off the effect on a success.
  3. Magical Chain: With a wave of its claw, the dragon conjures a line of force that lashes out between two points it can see within 120 feet of each other. Each creature in this line must make a DC 15 Dexterity saving throw, taking 10 (3d6) force damage on a failed save, or half as much damage on a successful one.

Additional Lair Actions

The Spell Dragon can also influence its lair in the following ways to confuse and ensnare its foes:

  • Confounding Pathways: The dragon warps perception, making the layout of its lair seem unrecognizable. Until initiative count 20 on the next round, any creature other than the dragon that tries to navigate the lair has a 50 percent chance of choosing an unintended direction at each intersection or branching passage.
  • Pitfall: At a point the dragon can see within 120 feet, the dragon manipulates the stability of the ground to create a 10-foot-radius, 20-foot-deep pit. A creature standing in this area must succeed on a DC 15 Dexterity saving throw or fall into the pit, taking 10 (3d6) bludgeoning damage and landing prone. On a successful save, a creature moves to the nearest unoccupied space outside the pit.

Regional Effects

The land within 6 miles of the Spell Dragon's lair is infused with its magic, which manifests in the following ways:

  • Spells cast within this area have a chance to reverberate, causing the same spell to be cast again at the same location up to a minute later. This effect is random and uncontrollable.
  • Magical energies within 6 miles of the lair cause fluctuations that affect the outcome of other spells, sometimes causing them to fizzle or to release additional unpredictable effects. 🔮🐲✨

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Adult Spell Dragon

Huge dragon, chaotic neutral

Armor Class: 18 (natural armor)

Hit Points: 172 (15d12 + 75)

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

STR 17(+3)
DEX 10(+0)
CON 21(+5)
INT 23(+6)
WIS 15(+2)
CHA 18(+4)

Saving Throws Dex +6, Con +11, Int +12, Cha +10

Skills Arcana +12, History +12, Perception +8

Damage Immunities force

Condition Immunities charmed, paralyzed, petrified

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18

Languages Common, Draconic

Challenge 17 (18,000 XP)

Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:

At will: arcane eye, detect magic, magic missile (4th level)

3/day each: counterspell, dispel magic, mirror image

1/day each: antimagic field, telekinesis

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Spell Absorption (3/Day). Whenever the dragon is targeted by a spell or is within 30 feet of an effect that allows it to make a saving throw to take only half damage, it can choose to absorb the spell. When it does so, the dragon takes no damage and regains a number of hit points equal to the spell's level. After absorbing a spell, the dragon's next breath attack deals an extra 2d6 force damage.

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: +9 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) 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 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the dragon is within line of sight, 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.

Spell Breath (Recharge 5-6). The dragon exhales a magical force in a 15-foot cone. Each creature in that area must make a DC 19 Intelligence saving throw, taking 56 (16d6) force damage on a failed save, or half as much damage on a successful one. On a failed save, the dragon can also cast magic missile as a 4th-level spell at the same target or at different targets within range as part of the same action.

Legendary Actions

The Spell 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 an Intelligence (Investigation) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 10 (2d6 + 3) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Cast a Spell (Costs 2 Actions). The dragon cast one of its at-will spells.

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