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Naeris, The First Mythic Dragon
A legendary dragon of catastrophic power, influence, and age, Naeris is said to have been present for the creation of the world, and has lived and gained power ever since. Having survived encounters with warlocks, witches, demigods, and the greatest warriors of the ages, and devouring each fallen foe, Naeris has acquired so many scars and so much power as to become a force not unlike a god. His most recent conquest has granted him the ability to shapeshift into a human form, and this has prompted him to take an interest in the affairs of men.
Power Absorption
Naeris has existed since the dawn of the world, and as such is impossibly old and catastrophically strong. He was the first to be known as a mythic dragon due to his quite unique ability to absorb the power, knowledge, and abilities of those he devours. He realized early in his life that with time he could become more powerful than a god if he allowed himself to live long enough. So he was careful, plotting every waking moment to hunt and lure in stronger and stronger foes to devour, gaining extraordinary power over so many, many years. His gluttony for power has allowed him to regain any life-force he might have lost by living for hundreds of centuries, and at this point, he is all but immortal.
Lord of the Fire Plane
Some say Naeris is more powerful than Utem, the god of fire, and that he has kept the fire plane from him, however it is vastly more liklely that Utem has just grown lazy and fat from the pampering of one of humanity's largest nations, and has taken no interest in the plane of fire, that hellish wasateland. Naeris came to rule the plane when his lair grew a kind of cult around it, nurturing some level of worship from the cultists of the fire plane. This small encampment was soon a village, then a town and eventually a city, centered around the volcanic lair of the mythic dragon, larger than any other. He waged a short and deadly war on other nations of the plane, and proclaimed himself lord.Yet no matter what Naeris himself believes, even his immense strength does not yet compare to that of a true god.
Naeris' Lair
The cultist worship of Naeris grew so heavily over the centuries that he now lays claim to a massive army. These cultist warriors fight to guard the lair of Naeris, within his Mythic City. At the center of the city lies the massive volcano that encases the lair, always running with magma and smelling of brimstone. Within the hellish mound are hundreds of criss-crossing caverns leading deep down into the ground, all coalescing into the basin of the volcano. In this massive chamber magma rains from above, and
Mythic Dragon, Naeris
Gargantuan dragon (shapechanger), neutral evil
- Armor Class 22 (natural armor)
- Hit Points 448 (23d20 + 207)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
- Saving Throws Dex +7, Con +16, Wis +9, Cha +13
- Skills Perception +16, Stealth +7
- Damage Vulnerabilities lightning
- Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
- Languages Common, Draconic
- Challenge 26 (90,000 XP)
Antimagic Cone. One of Naeris' eyes is that of a beholder, and as such, a 150-foot cone in front of him is treated as if it was affected by an antimagic field spell. At the beginning of his turn, Naeris can choose which direction he and the cone face, and whether or not the cone is active.
Innate Spellcasting. Naeris' spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Naeris can innately cast the following spells, requiring no material components:
At will: detect thoughts, suggestion
3/day each: charm Person, flaming sphere, suggestion, counterspell
2/day each: immolation, modify memory, scrying
1/day each: firestorm
Legendary Resistance (3/Day). If Naeris fails a saving throw, he can choose to succeed instead.
Regeneration. Naeris regains 30 hit points at the start of his turn if he has at least 1 hit point. If Naeris takes lightning damage, this trait doesn't function at the start of his next turn.
Shapechanger. Naeris can use his action to magically polymorph into his human form, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Naeris' choice). His statistics are replaced by those of his human form (see the stat block on the next page).
Actions
Multiattack. Naeris can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws. He can use his Devour instead of his bite.
Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Planeswalker. Naeris magically transports himself from the Material Plane to the Plane of Fire, or vice versa.
Frightful Presence. Each creature of Naeris' choosing that is within 120 feet of him and is aware of him must succeed on a DC 21 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.
Fire Breath (Recharge 4 - 5). Naeris exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Devour. If an incapacitated creature is within 10 feet of Naeris, he can devour it and magically gain its power. Naeris can kill the creature by lifting it in his mouth and crushing it with his teeth. Naeris regains a number of hit points equal to half the creature's hit point maximum. Additionally, Naeris learns and understands every memory that the creature posessed, as well as any details pertaining to the creature itself. If the creature is of similar or greater power to a 7th level character or CR 9 monster, The highest ability score of the creature is permanently increased by 1 for Naeris. If the creature was a spellcaster, Naeris learns one of their spells (Naeris' choice) and can use it once per day. If it is a spell he already knows, he may use it once more per day.
Legendary Actions
Naeris 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. Naeris regains spent legendary actions at the start of his turn
Detect. Naeris makes a Wisdom (Perception) check.
Tail Attack. Naeris makes a tail attack.
Spell. Naeris casts one of his 3/day spells.
Wing Attack (Costs 2 Actions). Naeris beats his massive wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Naeris can then fly up to half his flying speed.
Naeris, Human Form
Medium Human (shapechanger), neutral evil
- Armor Class 12
- Hit Points 85 (9d8 + 45)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 18 (+4) 15 (+2) 23 (+6)
- Saving Throws Dex +6, Con +6, Wis +9, Cha +13
- Skills Perception +16, Stealth +6
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
- Languages Common, Draconic
- Challenge 5 (36,500 XP)
Antimagic Cone. One of Naeris' eyes is that of a beholder, and as such, a 150-foot cone in front of him is treated as if it was affected by an antimagic field spell. At the beginning of his turn, Naeris can choose which direction he and the cone face, and whether or not the cone is active.
Shapechanger Naeris can use his action to magically polymorph into his human form, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Naeris' choice). His statistics are replaced by those of his true form (see the stat block on the previous page).
Innate Spellcasting. Naeris' spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Naeris can innately cast the following spells, requiring no material components:
At will: detect thoughts, suggestion
3/day each: charm Person, flaming sphere, suggestion
2/day each: immolation, modify memory, scrying
1/day each: firestorm
Legendary Resistance (3/Day). If Naeris fails a saving throw, he can choose to succeed instead.
Actions
Fist. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage.
Planeswalker. Naeris magically transports himself from the Material Plane to the Plane of Fire, or vice versa.
Phantom Bard
Small Halfling, Neutral Good
- Armor Class 12
- Hit Points 30
- Speed 30ft., fly 10ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1)
- Damage Resistances acid, cold, fire, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Vulnerabilities radiant
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
- Senses darkvision 60ft., passive Perception 12
- Languages common
- Challenge 1
Ethereal Weapons. These summoned warriors do not posess weapons of iron and steel, but rather incorporeal memories of them. these weapons deal force damage, instead of their usual damage type
Incorporeal Movement. The phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) samage if it ends its turn inside an object.
Spellcasting. The Bard is a 5th-level spellcaster. its spellcasting ability is Charisma (spell save DC 14, +4 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): vicious mockery, dancing lights
1st level (4 slots): bane, cure wounds, healing word
2nd level (3 slots): blindness/deafness, lesser restoration, enhance ability
3rd level (2 slots): bestow curse, dispel magic,
Actions
Rapier. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) force damage
Lair Actions
The lair of Naeris the mythic dragon is a dark and horrible place. His immeasurable time in existence has left him with an equally immeasurable wealth, however, and any fortunate enough to delve so deep into his lair and live would be handsomely rewarded.
In his lair, Naeris may influence the terrain with special actions. On initiative count 20 (losing initiative ties), Naeris can make a lair action to cause one of the following effects; he cannot use the same action two rounds in a row:
Magma Eruption. A geyser of flame bursts from the ground at a point Naeris can see within 120 feet of him, creating a 20-foot-high, 5-foot-radius pillar of fire. each creature within the pillar's range must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damageon a failed save, or half as much on a successful one.
Spirits of the Fallen. A light chanting is heard, growing louder and louder. From the ground below rise 1d4-1(minimum of 1) Ethereal spirits of those slain in this lair. These fallen Spirits can be one of three kinds, chosen by Naeris, and are detailed below.
Legion of the Fire Plane. A deafening cry rings out through the tunnels, summoning 1d6 imps to the aid of Naeris. The imps appear next to Naeris, or as close as they can get. This action cannot be used again until all of the previous imps have been defeated.
Phantom Fighter
Medium Human, Neutral Good
- Armor Class 15
- Hit Points 30
- Speed 30ft., fly 10ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2) 14 (+2)
- Damage Resistances acid, cold, fire, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Vulnerabilities radiant
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
- Senses darkvision 60ft., passive Perception 12
- Languages common
- Challenge 1
Ethereal Weapons. These summoned warriors do not posess weapons of iron and steel, but rather incorporeal memories of them. These weapons deal force damage, instead of their usual damage type
Incorporeal Movement. The phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) samage if it ends its turn inside an object.
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d8 + 2) force damage
Shield Bash. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) force damage, if the target is a medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone
Phantom Mage
Medium Human, Neutral Good
- Armor Class 11
- Hit Points 30
- Speed 30ft., fly 10ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 10 (+0)
- Damage Resistances acid, cold, fire, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Vulnerabilities radiant
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, restrained
- Senses darkvision 60ft., passive Perception 12
- Languages common
- Challenge 1
Incorporeal Movement. The phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) samage if it ends its turn inside an object.
Spellcasting. The mage is a 5th-level spellcaster. its spellcasting ability is intelligence (spell save DC 14, +4 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (2 slots): counterspell, fireball, fly
Actions
Fist. melee attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4) force damage
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