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🧙‍♂️🌌🦖 During the mystical Cerato Era, there thrived a race of majestic creatures known as Ceratowyrm. These beings, ancestors to the dragons of modern lore, were in many ways a primal prototype of the dragons that would follow in later epochs.

Unlike their descendants, the Ceratowyrm lacked the iconic breath weapons that dragons are famed for. Instead, their might resided in their deep-rooted connection to the arcane. These creatures were not only formidable due to their physical prowess but also due to their unparalleled mastery of magic. They were capable of manipulating magical forces with an innate ability that far surpassed that of any known sorcerer of their time.

Physically, Ceratowyrm resembled a blend of the fearsome triceratops and the serpentine grace of dragons. Their bodies were robust and powerful, adorned with natural armor and crowned with a magnificent frill and horns, giving them an imposing presence.

Their most unique trait was their ability to wield and activate wands and other magical artifacts. Using their innate telekinesis, they could manipulate these objects with astonishing dexterity, augmenting their natural magical capabilities and allowing them to cast spells and enchantments of great power.

Ceratowyrm were considered guardians of ancient wisdom and were revered as symbols of the untamed, raw magic that once flowed through the world. In the Cerato Era, they were often sought by those who wished to delve into the mysteries of magic and the cosmos.

As time marched on, and the world evolved, the Ceratowyrm slowly faded into obscurity, their presence diminishing until they became the stuff of legend. To this day, tales of the Ceratowyrm are told, echoing their legacy as the precursors to the dragons and as the embodiment of an era where magic ruled supreme. 🧙‍♂️🌌🦖

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Ceratowyrm

Huge dragon, lawful neutral

Armor Class: 17 (natural armor)

Hit Points: 225 (18d12 + 108)

Speed: 40 ft., fly 60 ft.

STR 23 (+6)
DEX 10 (+0)
CON 22 (+6)
INT 23 (+6)
WIS 16 (+3)
CHA 14 (+2)

Saving Throws Int +11, Wis +8

Skills Arcana +16, Perception +8, Survival +8

Damage Resistances fire, psychic

Senses darkvision 120 ft., passive Perception 18

Languages Common, Draconic, Primordial, Sylvan, Terran

Challenge 16 (15,000 XP)

Traits

Alternate Form (3/Day). The Ceratowyrm has the ability to transform into any humanoid form of Medium size or smaller. This transformation can be done as a action and can be used up to three times per day. While in this form, the Ceratowyrm:

  • Does not regain hit points as a result of the transformation.
  • Can only take on the form of a humanoid.
  • Maintains this humanoid form until it chooses to return to its natural form or to assume a different humanoid form.

Innate Spellcasting (Psionics). The Ceratowyrm's spellcasting ability is Intelligence (spell save DC 19). It can innately cast the following spells, requiring no components:

  • At will: detect thoughts, friends, telekinesis
  • 3/day each: charm person, sleep, suggestion
  • 1/day each: dominate person, mass suggestion

Telekinesis (Psionics). The Ceratowyrm can exert fine control over objects, including manipulating weapons or activating wands:

  • It can telekinetically control up to four wands, activating one with a bonus action on its turn. For each wand the Ceratowyrm possesses, its CR increases by 1.
  • It can move up to ten Small or smaller objects or up to four Medium objects within range.

Weave Absorption. When the Ceratowyrm successfully counters a spell, it regains hit points equal to twice the level of the spell that was countered.

Actions

Multiattack. The Ceratowyrm makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Bonus Actions

Wand Activation. The Ceratowyrm activates a wand it is controlling telekinetically (See Telekinesis trait). The effect is as per the wand's description. Roll a d4 to determine which wand is activated if not specified by the GM.

Reactions

Negate Spell. When a creature within 60 feet of the Ceratowyrm casts a spell, the Ceratowyrm can use its reaction to interrupt the creature in the process of casting that spell. If the creature is casting a spell of 6th level or lower, the spell automatically fails and has no effect.

Legendary Actions

The Ceratowyrm 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 Ceratowyrm regains spent legendary actions at the start of its turn.

Detect. The Ceratowyrm makes a Wisdom (Perception) check.

Wing Attack (Costs 2 Actions). The Ceratowyrm beats its mighty wings. Each creature within 15 feet of the Ceratowyrm must succeed on a Dexterity saving throw (DC 19) or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The Ceratowyrm can then fly up to half its flying speed.

Activate Magic Item (Costs 2 Actions). The Ceratowyrm activates one of its wands or other magic items it has within its possession. If the item requires a target, it must be one that the Ceratowyrm can see.

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