Docsity
Docsity

Prepara i tuoi esami
Prepara i tuoi esami

Studia grazie alle numerose risorse presenti su Docsity


Ottieni i punti per scaricare
Ottieni i punti per scaricare

Guadagna punti aiutando altri studenti oppure acquistali con un piano Premium


Guide e consigli
Guide e consigli


Combat Stats & Abilities of Stellar Dragon Wyrmling, Young, Adult, & Ancient, Appunti di Programmazione per videogiochi

Detailed information about the stellar dragon wyrmling, young, adult, and ancient stellar dragon, including their armor class, hit points, speed, skills, senses, languages, challenge rating, innate spellcasting abilities, and actions. It also includes the multiattack and legendary actions for the adult and ancient stellar dragons.

Tipologia: Appunti

2023/2024

Caricato il 29/02/2024

kirio-mestger
kirio-mestger 🇮🇹

5

(1)

80 documenti

1 / 10

Toggle sidebar

Questa pagina non è visibile nell’anteprima

Non perderti parti importanti!

bg1
STELLAR
DRAGONS
pf3
pf4
pf5
pf8
pf9
pfa

Anteprima parziale del testo

Scarica Combat Stats & Abilities of Stellar Dragon Wyrmling, Young, Adult, & Ancient e più Appunti in PDF di Programmazione per videogiochi solo su Docsity!

STELLAR

DRAGONS

Stellar Dragon Wyrmling

Large dragon, neutral Armour Class 17 (natural armor) Hit Points 95 (10d10 + 40) Speed - 30 ft., climb 30 ft., fly 60 ft. STR 19 (+4) DEX 10 (+0) CON 18 (+4) INT 18 (+4) WIS 12 (+1) CHA 15 (+2) Saves DEX +3, CON +7, INT +7, WIS + Skills Any Knowledge +7, Perception +4, Stealth + Damage Resistances Cold Damage Immunities Force Senses blindsight 10 ft., darkvision 120 ft., passive Perception 14 Languages Draconic Challenge 5 (1,800 XP)

Traits

Innate Spellcasting. The dragon’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: identify, detect thoughts, magic missile 3/day each: conjure minor elemental, conjure woodland beings,

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) force damage. Gravitic Breath (Recharge 5-6). The dragon inhales matter in a 15-foot cone, attempting to pull foes into the sphere of annihilation housed within the dragon’s throat. Each creature that is medium size or smaller in that area must make a DC 14 Dexterity saving throw, or be pulled 15 feet towards the dragon. The dragon may then choose one target within 5 feet of it that failed its saving throw to momentarily have part of its body engulfed by the dragon’s sphere of annihilation, causing

Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) force damage. Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Gravitic Breath (Recharge 5-6). The dragon inhales matter in a 30-foot cone, attempting to pull foes into the sphere of annihilation housed within the dragon’s throat. Each creature that is large size or smaller in that area must make a DC 17 Dexterity saving throw, or be pulled 30 feet towards the dragon. The dragon may then choose up to two targets within 5 feet of it that failed their saving throws to momentarily have part of their bodies engulfed by the dragon’s sphere of annihilation, causing them to take 72 (16d8) force damage. If this damage reduces the target to 0 hit points, the target is immediately killed and their body completely destroyed.

Adult Stellar Dragon

Gargantuan dragon, neutral Armour Class 20 (natural armor) Hit Points 370 (20d20 + 160) Speed - 40 ft., climb 40 ft., fly 80 ft. STR 28 (+9) DEX 10 (+0) CON 26 (+8) INT 26 (+8) WIS 16 (+3) CHA 22 (+6) Saves DEX +6, CON +14, INT +14, WIS + Skills Any Knowledge +14, Perception +9, Stealth + Damage Resistances Cold Damage Immunities Force Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19 Languages All Challenge 18 (20,000 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 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: identify, detect thoughts, magic missile 3/day each: conjure minor elemental, conjure woodland beings, 1/day each: conjure elemental, conjure fey, plane shift, teleport

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tail. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 9) piercing damage plus 9 (2d8) force damage. Tail. Melee Weapon Attack: +15 t0 hit, reach 5 ft., one target. Hit: 13 (2d6 + 9) 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 20 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. Gravitic Breath (Recharge 5-6). The dragon inhales matter in a 60-foot cone, attempting to pull foes into the sphere of annihilation housed within the dragon’s throat. Each creature that is huge size or smaller in that area must make a DC 22 Dexterity saving throw, or be pulled 60 feet towards the dragon. The dragon may then choose up to three targets within 5 feet of it that failed their saving throws to momentarily have part of their bodies engulfed by the dragon’s sphere of annihilation, causing them to take 81 (18d8) force damage. If this damage reduces the target to 0 hit points, the target is immediately killed and their body completely destroyed. Any medium or smaller sized creature must succeed on an additional DC 15 Dexterity saving throw to avoid being completely engulfed by dragon. If a target is completely engulfed by the dragon it is immediately destroyed along with any equipment it is wearing or carrying.

Legendary Actions

At will: identify, detect thoughts, magic missile 3/day each: conjure minor elemental, conjure woodland beings, 1/day each: conjure celestial, conjure elemental, conjure fey, plane shift, teleport, wish

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tail. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 18 (4d8) force damage. Tail. Melee Weapon Attack: +18 t0 hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 22 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. Gravitic Breath (Recharge 5-6). The dragon inhales matter in a 90-foot cone, attempting to pull foes into the sphere of annihilation housed within the dragon’s throat. Each creature in that area must make a DC 25 Dexterity saving throw, or be pulled 90 feet towards the dragon. The dragon may then choose up to five targets within 5 feet of it that failed their saving throws to momentarily have part of their bodies engulfed by the dragon’s sphere of annihilation, causing them to take 117 (26d8) force damage. If this damage reduces the target to 0 hit points, the target is immediately killed and their body completely destroyed. Any large or smaller sized creature must succeed on an additional DC 18 Dexterity saving throw to avoid being completely engulfed by dragon. If a target is completely engulfed by the dragon it is immediately destroyed along with any equipment it is wearing or carrying.

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. Cast a Spell (Costs 2 Actions). The dragon casts one of its innate spells.

Great Stellar Wyrm

Gargantuan dragon (titan), neutral Armour Class 25 (natural armor) Hit Points 710 (40d20 + 290) Speed - 100 ft., climb 100 ft., fly 500 ft. STR 30 (+10) DEX 12 (+1) CON 30 (+10) INT 30 (+10) WIS 28 (+9) CHA 28 (+9) Saves DEX +11, CON +20, INT +20, WIS + Skills Any Knowledge +20, Perception +19, Stealth + Damage Immunities Cold, Force Senses blindsight 150 ft., darkvision 300 ft., truesight 60 ft., passive Perception 29 Languages All Challenge 33 (215,000 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 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: wish

A Stellar Dragon’s Lair

Stellar dragon’s make their home in nigh impossible to reach caverns and mountain peaks seldom seen by eyes beyond their own. They consider the whole planet on which they reside to be their domain, and as such are ever vigilant against threats from beyond. The actual space of their lairs are coated in magnificent crystals, all of which were once scales on the dragon’s body and are infused with magic used to store treasured memories. LAIR ACTIONS On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Light erupts from the many brilliant crystals within the layer. All creatures of the dragon’s choice within the lair must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.
  • Teleportation magic surges and causes every creature of the dragon’s choice within the lair be teleported 30 feet in a random direction.
  • Thousands of voices belonging to creatures the dragon once encountered boom from the memory crystals all throughout the cave, converging on a single 20 foot area that the dragon can see. All creatures in the area must succeed on a DC 15 Constitution saving throw or take 21 (6d6) thunder damage. REGIONAL EFFECTS The region containing a legendary stellar dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
  • Recalling information becomes difficult within 1 mile of the dragon’s lair, as the dragon’s magic syphons memory and information to be copied by its lair crystals. All creatures have disadvantage on knowledge checks.
  • The local fauna within 1 mile of the dragon’s lair is seemingly random, and contains a vast array of weird and rare creatures that would normally not be found in the environment.
  • All creatures within 1 mile of the lair find it very difficult to lie, and have disadvantage on deception checks. However, all creatures also have advantage on persuasion checks if they are offering true information as part of their attempt to persuade. If the dragon dies, these effects fade over the course of 1d10 days.