Sky Dragon by Sonixverse Labs

by Sonixerse

Search GM Binder Visit User Profile
Sky Dragons


Adult Sky Dragon

Huge Dragon, varies


  • Armor Class 20(natural armor)
  • Hit Points 250(20d12+120)
  • Speed 40ft., climb 40ft., fly 120ft.

STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

  • Saving Throws Dex +9, Con +11, Wis +7, Cha +9
  • Skills Perception +7, Acrobatics +9
  • Damage Resistances Thunder
  • Senses blindsight 60ft., darkvision 120ft., passive Perception 17
  • Languages Common, Draconic
  • Proficiency Bonus +5
  • Challenge 16(15000 xp)

Draconic Essence When the dragon deals thunder damage, it can ignore resistance and immunity.

Dragon Scale The dragon has advantage on saving throws against spells and magical effects. On a successful saving throw, the dragon takes no damage at all

Flyby The dragon can fly outside a creature's reach without provoke opportunity attacks.

Frightful Presence Any creature hostile to the dragon that starts its turn within 20 feet of the dragon must make a DC 17 Wisdom saving throw, unless the dragon is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Gale Wings While airborne, the dragon can ignore difficult terrain caused by strong winds and can fly through these conditions without needing to make ability checks.

Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Upon using this feature, the dragon can reroll a d6. Upon rolling a 5-6, it regains its Sonic Breath.

Nimble Evasion While airborne, the dragon gains a +2 bonus to its Armor Class. Additionally, if it fails a Dexterity saving throw while airborne, it takes half damage and none on a success.

Skydive If the dragon moves at least 40ft. ft. and make a melee attack on the same turn, the attack deals an additional 22(4d10) thunder damage. On a hit, the target must succeed a DC 20 Strength saving throw or be knocked prone.

Actions

Multiattack. The dragon can make four attacks, one with its bite, two with its claws, and one with its tail.

Bite. Melee Weapon Attack: +12 to hit, 10ft., one target. Hit: 18(2d10+7) piercing damage + 11(2d10) thunder damage.

Claw. Melee Weapon Attack: +12 to hit, 5ft., one target. Hit: 14(3d4+7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, 10ft., one target. Hit: 19(2d10+7) bludgeoning damage. On a hit, the target must succeed a DC 20 Strength saving throw or be knocked prone.

Sonic Breath Breath(Recharge 5-6). The dragon exhales a cone of thunderous energy in a 60ft. cone originating from the dragon. Creatures within range must succeed a DC 20 Strength saving throw. On a failed saving throw, creatures take 55 (10d10) thunder damage and is pushed back 30ft. and knocked prone. On a successful saving throw, creatures take half damage and are only pushed back 15ft. instead.

Bonus Actions

Wing Attack The dragon can force all creatures within 10ft. of it to make a DC 20 Dexterity saving throw. On a failed saving throw, the target is pushed back 10ft. and knocked prone. The dragon can fly or swim up to half its movement speed upon using this feature.

Agile Flier While airborne, the dragon can use its bonus action to Dash

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.

Wing Attack The dragon can use its Wing Attack feature

Attack(Costs 2 actions) The dragon can make its choice of a bite or tail attack

Inhale(Costs 2 actions) The dragon can roll a d6. Upon rolling a 5-6, the dragon regains its Thunder Breath.

Resilience(Costs 3 actions) The dragon can end one spell or status effect on itself.


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:

  • Creatures in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it must make a DC 17 Strength saving throw or be pushed back 30ft. and fall prone.
  • The dragon begins to flap its wings creating a miniature vortex. Until initiative count 20 of the next round, all ranged attacks has disadvantage and deal half damage.
  • The dragon can cast Wind Wall. The effect lasts until the dragon loses concentration or uses this lair action again.

Regional Effects

The region containing a legendary sky dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Windstorms scour the land and air within 6 miles of the lair. Creature's flying in these conditions must succeed a DC 20 Strength or Dexterity saving throw to remain airborne or fall prone.

  • Swirling storms leading directly to the Elemental Plane of Air appear within 6 miles of the lair allowing for elementals to pass freely through

  • The sky dragon can warp the weather in a 6 mile radius of the lair. The effects are identical to Control Weather

When the dragon dies, all of these regional effects immediately fade

Sky Dragons

Sky dragons consider themselves to be the undisputed rulers of the skies. Whereas most dragons tend to be largely solitary by nature, sky dragons are a very communal species that, that live in small communities known as aeries on the tallest and windiest of mountains.

Sky Dragon Appearance

Sky dragons can be easily identified by their multiple pairs of wings. Most sky dragons sport four wings although certain variants have been known to have six. Although all dragons have a chance to be born feathered, sky dragons are commonly known to be born with a full plumage of feathers. As a result, many sky dragons have often been confused for a roc or phoenix.

Sky Dragon Tactics

However, the most notable aspect about sky dragons is their airborne superiority. These dragons are considerably faster than their draconic kin and even have the ability to break the sound barrier with short booming bursts of speed. In fact, one often hears a Sky dragon before they see it due to the sonic boom they emit while skydiving.

In combat, sky dragons prefer to remain airborne as much as possible. Their preferred tactic is to enter a skydive to strike down their opponent. If their foes survive their initial strike, they will simply grapple their foes to drop them from extreme heights. When engaging multiple opponents, sky dragons will resort to razing opponents with their sonic breath, obliterating anything caught in the path. The best way to defeat a sky dragon is to limit their ability to fly, otherwise they can prove to be nearly impossible to strike.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.