Level Up (A5E) A Leveled-Up Bestiary: Volume Two

Faolyn

(she/her)
i actually hate this sort of thing in RPGs, since IMO it really does make progression feel meaningless. it's one thing if, as you level up, you mainly fight monsters that are at your level. it's an entirely different thing if, as you level up, you just fight the same monsters you've always fought, except with more health/damage for some reason. so i'm kinda glad gygax et al didn't do that.
OK, so I understand where you're coming from, but I guess I don't find it as meaningless because that's where templates and/or class levels come into play. I wouldn't just have a goblin with extra hit points, it would be a goblin with extra hit points and combat maneuvers, because they'd be a fighter. I just find it odd to say well, you're 6th level (or whatever level) now, so you have to fight wights and not ghouls.
 

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OK, so I understand where you're coming from, but I guess I don't find it as meaningless because that's where templates and/or class levels come into play. I wouldn't just have a goblin with extra hit points, it would be a goblin with extra hit points and combat maneuvers, because they'd be a fighter. I just find it odd to say well, you're 6th level (or whatever level) now, so you have to fight wights and not ghouls.
the difference there is you're giving an actual reason why that particular goblin (or group of goblins) is stronger. in my mind, they're effectively different creatures.
 

Faolyn

(she/her)
the difference there is you're giving an actual reason why that particular goblin (or group of goblins) is stronger. in my mind, they're effectively different creatures.
True. But they have the same base statblock. As opposed to goblins, hoboblins, bugbears (and keches), kobolds, grimlocks, gnolls, lizardfolk, boggards, and all the PC heritages and whatever other humanoids you want to bring in from 5e, like xvarts and quaggoths.

According to Morrus, they're going to have heroic monsters in Monstrous Menagerie II, with class levels. I don't know if that means simplified "NPC classes" or if it's a guideline on how to use actual classes.
 


True. But they have the same base statblock. As opposed to goblins, hoboblins, bugbears (and keches), kobolds, grimlocks, gnolls, lizardfolk, boggards, and all the PC heritages and whatever other humanoids you want to bring in from 5e, like xvarts and quaggoths.

According to Morrus, they're going to have heroic monsters in Monstrous Menagerie II, with class levels. I don't know if that means simplified "NPC classes" or if it's a guideline on how to use actual classes.
I'm totally ok with Monster NPCs with levels in classes, special powers etc.
I'm not ok with a 15hd kobold.
 

Micah Sweet

Level Up & OSR Enthusiast
True. But they have the same base statblock. As opposed to goblins, hoboblins, bugbears (and keches), kobolds, grimlocks, gnolls, lizardfolk, boggards, and all the PC heritages and whatever other humanoids you want to bring in from 5e, like xvarts and quaggoths.

According to Morrus, they're going to have heroic monsters in Monstrous Menagerie II, with class levels. I don't know if that means simplified "NPC classes" or if it's a guideline on how to use actual classes.
I am really looking forward to the heroic monsters
 


Faolyn

(she/her)
Not a template! The next creature is the crystalline cat. It’s typed as a fey, but it’s written as more of an elemental and acts like an alien life form (due to its parasitic method of reproduction). As such, it might be useful in a Voidrunner’s Codex game. (I haven’t been paying attention to VRC, but I’m assuming, what with the psionics and all, that it's built space opera and science fantasy.)

I honestly don’t know why the cat is considered a fey and not an elemental or aberration—other than the fact it lives in woodlands, there’s nothing really fey-like about it.

Crystalline Cat
Guardians of the Wild, Dragon Magazine #304
Creature by Gwendolyn F.M. Kestrel; art by Tom Gianni

Resembling a tiger-sized panther finely crafted out of icy quartz, a crystalline cat is a beautiful, but incredibly dangerous predator. It gemstone body constantly vibrates, causing it to make chiming sounds as it walks.

Harmonics. Crystalline cats communicate through the ringing noises they make; subtle changes in posture make the different sounds in their language. This language isn't learnable by any but a few rare types of earth elemental, such as the gem-vars. As crystalline cats rarely leave the Dreaming, and crystalline elementals rarely enter it, it almost never happens that any other creature actually learns to communicate with these cats without resorting to magic.

Crystal Prism. Crystalline cats reproduce through strange means. Their claws sometimes break off in the bodies of those they attack. Unless removed immediately, the claws move inwards and implant into the victim’s body. Within a very short time, the claw grows into a young crystalline cat, eventually tearing itself out of the victim’s body and killing it.

Climate/Terrain: The Dreaming

Legends and Lore
With an Arcana check, the characters can learn the following:

DC 10. These elementals are easy to track, as their crystal bodies make a soft but distinctive ringing sound when they move.

DC 15. Although they have powerful teeth, the crystalline cats’ most feared attack is their claws, because their claws can implant a shard of crystal that rapidly grows into a new cat, killing the host in the process.

DC 20. Crystalline cats are sometimes hunted because, when slain, their gemstone body breaks apart into numerous valuable quartz gemstones.

Crystalline Cat Encounters
Challenge Rating 3-4
crystalline cat
Treasure: 4d12 quartz gems (if slain; 10 gp each)

Challenge Rating 5-10 2 crystalline cats
Treasure: 8d12 quartz gems (if slain; 10 gp each)

Signs
1-2. A ringing noise, like windchimes or a finger being dragged across the rim of a glass.
3. A humanoid corpse that looks as though it was exploded from the inside.
4. Thin shards of shed crystals

Behavior
1-2. Hungry and hunting
3. Sleeping; will awakened if approached
4. Following a recently-implanted creature and protecting it until its young emerges

Crystalline Cat
Large elemental (fey); Challenge 3 (XP)
AC
15 (natural armor)
HP 51 (6d10+18; bloodied 25)
Speed 50 ft., climb 20 ft.

STR 16 (+3) DEX 14 (+2) CON 16 (+3)
INT 8 (-1) WIS 14 (+2) CHA 12 (+1)

Proficiency +2; Maneuver DC 13
Skills Perception +4
Damage Immunities acid, poison, thunder
Condition Immunities petrifaction, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Crystalline Cat; understands Sylvan and Terran but can’t speak

Keen Hearing and Smell. The crystalline cat has advantage on Perception checks that rely on hearing or smell.

Ringing Movement and Shining Bodies. The crystalline cat has disadvantage on Stealth checks.

Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) piercing damage, and the target’s hit point maximum is reduced by that amount. This reduction lasts until the creature is targeted with magical healing. The creature dies if its hit point maximum is reduced to 0.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage, and the target must make a DC 13 Constitution saving throw or become diseased with an implanted crystal prism. Once the cat has successfully implanted a prism, it can’t do so again until it completes a short or long rest, and until then, its claw attacks inflict 8 (2d4+3) slashing damage. If the cat moves at least 20 feet straight towards the target before the attack, the target must make a DC 13 Strength saving throw, falling prone on a failure.

Harmonics (Recharge 5-6). The crystalline cat emits a range of tones from its body in a 30-foot range. It chooses one of the following effects:

Countering Chime: Any ongoing spells or magical effects from the affliction, compulsion, sound, or thunder schools are ended. If the caster is concentrating on such a spell, it must make a DC 13 concentration saving throw to retain concentration on the spell. If a creature attempts to cast a spell from one of those schools before the end of the cat’s next turn, it must make a DC 13 spellcasting ability check or the spell fails.

• Resonating Chime: Creatures in the area must make a DC 13 Constitution saving throw, taking 13 (3d8) thunder damage on a failed save or half as much on a successful one.

Bonus Actions
Opportune Bite.
The crystalline cat makes a bite attack against a prone creature.

Combat
Crystalline cats first uses its Resonating Chime, then pounces preferably from a point of ambush.

Disease: Crystal Prism
A crystalline cat injects a prism into the body of a Medium or larger creature. The claw can be removed within 1d4 rounds, requiring a DC 12 Dexterity (Medicine) check to do so. Removing the claw prevents the creature from being infected with crystal prism growth.

While infected with this disease, the host is encumbered and poisoned. At the end of each 24 hours, the prism grows larger and the target takes 1d10 cumulative damage (1d10 after the first 24 hours, 2d10 after the second 24 hours, 3d10 after the third, etc.), and its hit point maximum is reduced by that amount. After 7 days, or when the target’s hit point maximum is reduced to 0 (whichever comes first), the infant crystalline cat bursts out of the host’s body, killing it if it is not already dead.

The crystalline cat grows to maturity within 1d4 days. Until then, its AC is 13, it has half its normal hit point total, and it has disadvantage on all ability checks.
 

Faolyn

(she/her)
I'm going to take a break of a week or two, in order to recharge and work on some other things I've been putting off. So I'll leave you with a dragon.

A dragon of Law, even—the axial dragon. They’re fairly interesting creatures, since they’re dedicated to perfecting everything around them, but they don’t necessarily agree on what counts as perfect. That makes them into an interesting foil. They may descend upon an area and begin perfecting it, and their ultimate goal may be one the PCs (or their players) agree with—but do the ends justify the means? Will the PCs help to stamp out imperfections, or will they oppose the dragon’s actions even if the end goal is a good one?

Plus, if you don’t like that, you can always ignore the part about them not agreeing on what perfection means, and turn them into a borg-like force that works in perfect concert to "draco-form" an area through force. It can be especially bad if you use the idea I presented in my axiomatic creature template and have a machine (or magic) that forcibly turns creatures into axiomatic creatures.

1728498923932.png


Axial Dragon
Planar Dragons, Dragon Magazine #321
Creature Edward Bonny; art by Marc Sasso

Upon looking at axial dragons, a viewer inevitably gets the impression that they are some sort of construct. Their bodies are sleek and sharply angular, and are perfectly proportioned according to any form of measurement. Their flawless scales—as they never scar, no matter how badly injured—are a metallic bluish-purple, which becomes deeper and more purple as they age. Their joints and the curve of their neck and tail look almost articulated, and they move with a sort of robotic perfection—no fidgeting or stumbling, and never a wasted movement. Like most dragons, axials consider themselves themselves to be the pinnacle of the dragon form. Unlike all those other dragons, however, axials have the math to back them up.

Seekers of Perfection. Axial dragons are the embodiment of law and order and they devote their lives towards achieving purity and perfection—not just for them, but for everything else as well. Although they hail from a domain of perfect law and order, they are rarely found on that plane. Instead, they travel the multiverse, looking to reshape it until it, too, is perfect. For one axial dragon, seeking perfection means ensuring the laws of an adopted land are perfectly followed; they may police the populace themselves and demand allegiance, or work with the lawmakers to ensure the laws are completely just, impartial, and unable to be misinterpreted or abused. For another, perfection may mean altering or destroying anything or anyone that is not perfect enough or that fails to conform to its standards. For yet another axial dragon, perfection may involve ensuring that everyone in their domain has the best health, happiness, and personal freedom while still respecting everyone’s differences, seeing any tiny moments of chaos created as simply order on a much larger scale.

Axial dragons use only as much force as needed to ensure that their view of perfection is obtained and never more, and refuse to take the bait if it is pointed out that their view of ordered perfection is deeply personal and therefore basically arbitrary and chaotic.

Many Views. However, it is rare that axial dragons truly agree on what perfection truly looks like. They often get into fierce philosophical debates amongst themselves and others about it. It’s not unknown for these debates to devolve into violence, but they’re more likely to to simply find ways to undermine each other’s work through surreptitious means.

Climate/Terrain: Any climate; any terrain; Luria

Legends and Lore
With an Arcana or History check, the characters can learn the following:

DC 10. Coming from planes of absolute law, axial dragons are proponents of order and the destruction of chaos.

DC 15. Axial dragons breathe out golden motes of force that can tear out the imperfections of their victims’ minds.

DC 20. The oldest axial dragons can alter other creature’s actions to make them better fit into the dragon’s ideal of perfection.

Axial Dragon Encounters
Challenge Rating 3-4
Axial dragon wyrmling
Treasure: 100 ep, 105 sp, local map (25 gp), jasper (50 gp), inkpot of the thrifty apprentice, potion of healing

Challenge Rating 5-10 Young axial dragon; axial dragon wyrmling and 2 hound guardians
Treasure: 250 pp, silver and obsidian band (75 gp), clockwork bird (250 gp), mirror made of dozens of shards from other mirrors (50 gp), carved ivory statuette of an mechanical god (250 gp), dust of disappearance, fizzy lifter, inspiring pahu, second-light lantern, 2 vials of beauty

Challenge Rating 11-16 Adult axial dragon; young axial dragon with clockwork sentinel, 1d4+3 animated armors, or 2 Lurian guards
Treasure: 1,200 gp, a set of 7 dice carved out of amber (750 gp), peridot ring carved with the dragon’s crest (750 gp), marble bust (250 gp), a painting done in perfect geometric ratios (250 gp), a miniature of a planned, perfectly symmetrical city, magical abacus spell that contains the calculate cantrip (no attunement required), restorative ointment, spell scrolls of eldritch cube and reopen rift

Challenge Rating 17-22 Ancient axial dragon; adult axial dragon with shield guardian
Treasure: 500 pp, 1,000 gp, diamond (5,000 gp), gold bangle (750 gp), a crusher that the dragon is repairing and improving and can be reworked to accept a new master, carefully written notes that lead to the discovery of a rare 5th-level spell, mechanical device that functions as a chime of opening, necklace of fireballs, potions of frost giant strength and growth, wand of enemy detection

Challenge Rating 23-30 ancient axial dragon with crusher; adult axial dragon with 4-5 clockwork sentinels
Treasure: 4,000 pp, 13,000 gp, ruby (5,000 gp), the skull of a balor, a small “bonsai tree” being grown out of carefully shaped and tended bismuth, the deed to a planar fortress (5,000 gp), fine mithral-inlaid lute (2,500 gp), gem-studded +2 greatsword, +1 full plate, arrow of slaying, clock of opening, mechanical wings of flying

Challenge Rating 31+ Axial great wyrm; ancient axial dragon with cerberus guardian
Treasure: 10,000 pp, 7 jacinth (5,000 gp each), necklace made of pink pearls (2,500 gp), crystal ball of true seeing, emperor’s blade made from dragon teeth (not this dragon’s teeth), 2 potions of superior healing, potion of storm giant strength, spell scroll of circle of death, universal solvent

Signs
1. Perfectly symmetrical pathways, gardens, and trees
2. A brainwashed demon or other Chaotic creature acting in a strangely orderly manner
3. A signpost pointing towards the dragon's lair
4. A shimmering, golden aurora; with a DC 15 Perception check, the aurora is actually made of a perfect pattern of geometric or mathematical shapes

Behavior
1. In consultation with several humanoids to plan out a perfectly laid-out forest.
2. Flying overhead in a grid pattern, hunting for imperfect beings
3. Knows about the party’s mission and will either help or attack them, depending on how the mission will affect the area’s orderliness
4. Attacking a settlement populated with disorderly inhabitants

Lair Features
The save DC for the following effects is 13 + the dragon’s proficiency bonus. Choose or roll one or more of the following lair features:

1. The dragon’s domain is laid out with perfect mathematical precision. For anyone other than the dragon, moving in the lair requires following a precise sequence of steps and turns. Understanding these patterns require a successful Engineering check against the lair’s DC, which must be made upon entering the lair and every hour afterwards.

2. The dragon’s lair is a series of constantly-turning clockwork gears. For anyone other than the dragon, it is difficult terrain, and any creature that attempts to use the Dash action must make a Dexterity check or fall prone and take 11 (2d10) bludgeoning damage from the gears’ teeth.

3. The dragon’s lair is populated by constructs. Once per day, when the dragon would use Everything In Its Place, it may summon 3 constructs. They use the statistics of thugs, but are constructs, immune to damage from non-adamantine, nonmagical weapons, and to poison and psychic damage. The constructs fight until killed or dismissed by the dismissed by the dragon as a bonus action.

4. The dragon’s domain is one of mathematical means and medians. When a creature rolls a die, unless it rolls a 1 or that die’s maximum number, it replaces the number rolled with the average roll of that die (an 11 on a d20, for instance). Proficiency bonus and attribute modifiers are added normally, and 20s on a d20 are treated as critical hits as normal.

Names
Arete, Harmony, Laphes, Modus, Oimannes, Symmetry

Ancient Axial Dragon
Legendary gargantuan dragon; Challenge 21 (33,000 XP)
AC
20 (natural armor)
HP 330 (20d20+120; bloodied 165)
Speed 40 ft., fly 100 feet (hover)

STR 24 (+7) DEX 17 (+3) CON 22 (+6)
INT 26 (+8) WIS 26 (+8) CHA 20 (+5)

Proficiency +7; Maneuver DC 24
Saving Throws Dex +10, Con +13, Int +15, Wis +15
Skills Engineering +15, Insight +15 (+1d6), Perception +15 (+1d6), Stealth +10
Damage Resistances acid, cold, fire, force, necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, fatigue, frightened, poisoned, strife, unconscious
Senses darkvision 120 ft., truesight 60 ft., passive Perception 28
Languages telepathy 120 ft., Celestial, Common, Draconic, Infernal, two others

Axiomatic Mind. The dragon can’t be compelled to act in a manner contrary to its nature.

Immutable Form. The dragon is immune to any spell or effect that would alter its form.

Lawful. The dragon radiates a Lawful aura.

Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn into illusory numbers and mathematical symbols that fade away after a moment, and it can’t use Calculated Prediction or Clockwork Precision until the end of its next turn.

Perfect Movement. The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Strike Out The Flaws. The dragon has advantage on attack rolls against creatures with the Chaotic alignment.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Gear.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10+7) piercing damage.

Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) slashing damage

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.

Force Breath. The dragon exhales glowing golden symbols of perfect geometric proportions in a 90-foot-long, 10-foot-wide line. Each creature in that area must make a DC 23 Constitution saving throw, taking 44 (8d10) force damage and 44 (8d10) psychic damage on a failed save, or half as much on a successful one. A creature that failed its save is also rattled for 1 minute and takes a level of strife. A rattled creature may make a new saving throw at the end of each of its turns, ending that condition on a success.

Spit Gear. The dragon spits a gear-shaped disc of glowing energy at a creature within 60 feet, forcing it to make a DC 24 Dexterity saving throw. The creature takes 22 (4d10) force damage on a failure or half as much on a success. On a failure, the creature’s Speed is also halved until the end of its next turn as the gear transforms in to a chain that wraps around the creature. Flying creatures immediately fall unless they are magically kept aloft.

Bonus Action
Analysis.
The dragon makes an Insight check against the passive Deception of a creature it can see. It learns the creature’s alignment (if any), resistances, immunities, vulnerabilities, and current and maximum hit points. The dragon has advantage on the next attack roll it makes against that creature.

Clockwork Precision. The dragon adds a d4 to the next attack roll it or one of its allies make before the end of the dragon’s next turn.

Reaction
Tail Attack.
When a creature the dragon can see within 10 feet of the dragon hits it with a melee attack, the dragon makes a tail attack against it.

Legendary Actions
The dragon 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. It regains spent legendary actions at the start of its turn.

Roar. Each creature of the dragon’s choice within 120 feet that can hear it must make a DC 20 Charisma saving throw. On a failure, it is 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. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.

Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.

Everything In Its Place (Costs 2 Actions). The dragon targets a creature it can see within 60 feet. That creature must make a DC 20 Charisma saving throw or be teleported to another empty space on a solid surface that the dragon can see within 120 feet of the creature’s original position.

Variant: Axial Dragon Spellcaster
Some dragons develop the ability to innately cast spells. A dragon spellcaster’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories:

Young (save DC 14): 3/day each: searing equation (5th level), zone of truth
Adult (save DC 17): 3/day each: eldritch cube, plane shift
Ancient (save DC 20): 1/day each: forcecage

Ancient Dragon Variant: Axial Great Wyrm
The dragon is an elite monster, equal to two CR 21 monsters (66,000 XP). It has 660 (40d20+240; bloodied 330) hit points and the following trait:

Utter Perfection. When the dragon is first bloodied, it immediately recharges its breath weapon, if it’s not already available. After doing so, brilliant golden clockwork gears appear on the ground and in the air around it, forming a moving, maze-like series of platforms for 1 minute. The gears give the dragon and its allies half cover and count as difficult terrain for all other creatures. When one of the dragon’s opponents starts its turn, the Narrator should roll a die. On an even roll, the gears have changed position in such a way as to make movement even more difficult, and if that creature wishes to move on its turn, it must first make a DC 20 Acrobatics check in order to get around the blocking gears.

The dragon has the following legendary actions, which it can only use while bloodied.

Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.

Mortal Terror (Gaze). A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the last 24 hours.

Reset. The dragon recharges its breath weapon.

Calculated Prediction (Costs 2 Actions). The dragon calculates the opposition’s actions and counteracts them. The dragon rolls a d20 and records the number rolled. Until the end of the dragon’s next turn, the dragon can replace the result of any d20 rolled by it or a creature within 120 feet with the predicted number. Each predicted roll can only be used once.

*

Adult Axial Dragon
Legendary huge dragon; Challenge 15 (13,000 XP)
AC
18 (natural armor)
HP 240 (21d12+104; bloodied 120)
Speed 40 ft., fly 100 feet (hover)

STR 20 (+5) DEX 17 (+3) CON 20 (+5)
INT 23 (+7) WIS 24 (+7) CHA 18 (+4)

Proficiency +5; Maneuver DC 20
Saving Throw Dex +8, Con +10, Int +12, Wis +12
Skills Engineering +12, Insight +12, Perception +12 (+1d6), Stealth +8
Damage Resistances acid, cold, fire, force, necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, fatigue, frightened, poisoned, strife, unconscious
Senses darkvision 120 ft., truesight 30 ft., passive Perception 25
Languages telepathy 120 ft., Celestial, Common, Draconic, Infernal

Axiomatic Mind. The dragon can’t be compelled to act in a manner contrary to its nature.

Immutable Form. The dragon is immune to any spell or effect that would alter its form.

Lawful. The dragon radiates a Lawful aura.

Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn into illusory numbers and mathematical symbols that fade away after a moment, and it can’t use Calculated Prediction or Clockwork Precision until the end of its next turn.

Perfect Movement. The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Strike Out The Flaws. The dragon has advantage on attack rolls against creatures with the Chaotic alignment.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Gear.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10+5) piercing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) slashing damage

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.

Force Breath. The dragon exhales glowing golden symbols of perfect geometric proportions in a 60-foot-long, 5-foot-wide line. Each creature in that area must make a DC 20 Constitution saving throw, taking 33 (6d10) force damage and 33 (6d10) psychic damage on a failed save, or half as much on a successful one. A creature that failed its save is also rattled for 1 minute and takes a level of strife. A rattled creature may make a new saving throw at the end of each of its turns, ending that condition on a success.

Spit Gear. The dragon spits a gear made of glowing energy at a creature within 60 feet, forcing it to make a DC 20 Dexterity saving throw. The creature takes 22 (4d10) force damage on a failure or half as much on a success. On a failure, the creature’s Speed is also halved until the end of its next turn as the gear transforms in to a chain that wraps around the creature. Flying creatures immediately fall unless they are magically kept aloft.

Bonus Action
Analysis.
The dragon makes an Insight check against the passive Deception of a creature it can see. It learns the creature’s alignment (if any), resistances, immunities, vulnerabilities, and current and maximum hit points. The dragon has advantage on the next attack roll it makes against that creature.

Clockwork Precision. The dragon adds a d4 to the next attack roll it or one of its allies make before the end of the dragon’s next turn.

Reactions
Tail Attack.
When a creature the dragon can see within 10 feet of the dragon hits it with a melee attack, the dragon makes a tail attack against it.

Legendary Actions
The dragon 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. It regains spent legendary actions at the start of its turn.

Calculated Prediction. The dragon calculates the opposition’s actions and counteracts them. The dragon rolls a d20 and records the number rolled. Until the end of the dragon’s next turn, the dragon can replace the result of any d20 rolled by it or a creature within 120 feet with the predicted number. Each predicted roll can only be used once.

Clockwork Precision. The dragon adds a d4 to the next attack roll it or one of its allies make before the end of the dragon’s next turn.

Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.

Everything In Its Place (Costs 2 Actions). The dragon targets a creature it can see within 60 feet. That creature must make a DC 20 Charisma saving throw or be teleported to another empty space on a solid surface that the dragon can see within 120 feet of the creature’s original position.

*

Young Axial Dragon
Large dragon; Challenge 9 (5,000 XP)
AC
17 (natural armor)
HP 142 (15d10+60; bloodied 71)
Speed 40 ft., fly 100 feet (hover)

STR 18 (+4) DEX 17 (+3) CON 18 (+4)
INT 20 (+5) WIS 20 (+5) CHA 16 (+3)

Proficiency +3; Maneuver DC 16
Saving Throw Dex +6, Con +7, Int +8, Wis +8
Skills Engineering +8, Insight +8, Perception +8 (+1d6), Stealth +6
Damage Resistances acid, cold, fire, force, necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, fatigue, frightened, poisoned, strife, unconscious
Senses darkvision 120 ft., truesight 15 ft., passive Perception 21
Languages telepathy 120 ft., Celestial, Common, Draconic, Infernal

Axiomatic Mind. The dragon can’t be compelled to act in a manner contrary to its nature.

Immutable Form. The dragon is immune to any spell or effect that would alter its form.

Lawful. The dragon radiates a Lawful aura.

Perfect Movement. The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Strike Out The Flaws. The dragon has advantage on attack rolls against creatures with the Chaotic alignment.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10+5) piercing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) slashing damage

Force Breath. The dragon exhales glowing golden symbols of perfect geometric proportions in a 30-foot-long, 5-foot-wide line. Each creature in that area must make a DC 15 Constitution saving throw, taking 22 (4d10) force damage and 22 (4d10) psychic damage on a failed save, or half as much on a successful one. A creature that failed its save is also rattled for 1 minute and takes a level of strife. A rattled creature may make a new saving throw at the end of each of its turns, ending that condition on a success.

*

Axial Dragon Wyrmling
Large dragon; Challenge 3 (700 XP)
AC
15 (natural armor)
HP 60 (8d8+24; bloodied 30)
Speed 30 ft., fly 80 feet (hover)

STR 16 (+3) DEX 17 (+3) CON 16 (+3)
INT 17 (+3) WIS 18 (+4) CHA 14 (+2)

Proficiency +2; Maneuver DC 13
Skills Perception +6, Stealth +5
Damage Resistances acid, cold, fire, force, necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, fatigue, frightened, poisoned, strife, unconscious
Senses darkvision 60 ft., passive Perception 16
Languages telepathy 120 ft., Celestial, Draconic, Infernal

Axiomatic Mind. The dragon can’t be compelled to act in a manner contrary to its nature.

Immutable Form. The dragon is immune to any spell or effect that would alter its form.

Lawful. The dragon radiates a Lawful aura.

Perfect Movement. The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Strike Out The Flaws. The dragon has advantage on attack rolls against creatures with the Chaotic alignment.

Actions
Bite.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d10+4) piercing damage.

Force Breath. The dragon exhales glowing golden symbols of perfect geometric proportions in a 15-foot-long, 5-foot-wide line. Each creature in that area must make a DC 13 Constitution saving throw, taking 11 (2d10) force damage and 11 (2d10) psychic damage on a failed save, or half as much on a successful one. A creature that failed its save is also rattled for 1 minute and takes a level of strife. A rattled creature may make a new saving throw at the end of each of its turns, ending that condition on a success.
 


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