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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9478068" data-attributes="member: 6915329"><p>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.</p><p></p><p>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?</p><p></p><p>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 <a href="https://www.enworld.org/threads/a-leveled-up-bestiary-volume-two.701725/page-18#post-9455797" target="_blank">axiomatic creature</a> template and have a machine (or magic) that forcibly turns creatures into axiomatic creatures.</p><p></p><p>[ATTACH=full]382142[/ATTACH]</p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(41, 105, 176)">Axial Dragon</span></span></strong></p><p>Planar Dragons, Dragon Magazine #321</p><p>Creature Edward Bonny; art by Marc Sasso</p><p></p><p>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.</p><p></p><p><strong><em>Seekers of Perfection.</em></strong> 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.</p><p></p><p>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.</p><p></p><p><strong><em>Many Views. </em></strong>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.</p><p></p><p><strong><em>Climate/Terrain: </em></strong>Any climate; any terrain; Luria</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Legends and Lore</span></span></strong></p><p>With an Arcana or History check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Coming from planes of absolute law, axial dragons are proponents of order and the destruction of chaos.</p><p></p><p><strong>DC 15.</strong> Axial dragons breathe out golden motes of force that can tear out the imperfections of their victims’ minds.</p><p></p><p><strong>DC 20.</strong> The oldest axial dragons can alter other creature’s actions to make them better fit into the dragon’s ideal of perfection.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Axial Dragon Encounters</span></span></strong></p><p><strong>Challenge Rating 3-4</strong> Axial dragon wyrmling</p><p><strong><em>Treasure:</em></strong> 100 ep, 105 sp, local map (25 gp), jasper (50 gp), <em>inkpot of the thrifty apprentice,</em> <em>potion of healing</em></p><p></p><p><strong>Challenge Rating 5-10</strong> Young axial dragon; axial dragon wyrmling and 2 hound guardians</p><p><strong><em>Treasure:</em></strong> 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), <em>dust of disappearance, fizzy lifter, inspiring pahu, second-light lantern, </em>2 <em>vials of beauty</em></p><p></p><p><strong>Challenge Rating 11-16</strong> Adult axial dragon; young axial dragon with clockwork sentinel, 1d4+3 animated armors, or 2 <a href="https://www.enworld.org/threads/a-leveled-up-bestiary-volume-two.701725/page-18#post-9455797" target="_blank">Lurian guards</a></p><p><strong><em>Treasure:</em></strong> 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 <em>calculate </em>cantrip (no attunement required), <em>restorative ointment, </em>spell scrolls of <em>eldritch cube </em>and <em>reopen rift</em></p><p></p><p><strong>Challenge Rating 17-22</strong> Ancient axial dragon; adult axial dragon with shield guardian</p><p><strong><em>Treasure:</em></strong> 500 pp, 1,000 gp, diamond (5,000 gp), gold bangle (750 gp), a <a href="https://a5e.tools/node/1455" target="_blank">crusher</a> 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 <em>chime of opening, necklace of fireballs,</em> <em>potions of frost giant strength </em>and <em>growth, wand of enemy detection</em></p><p></p><p><strong>Challenge Rating 23-30</strong> ancient axial dragon with crusher; adult axial dragon with 4-5 clockwork sentinels</p><p><strong><em>Treasure:</em></strong> 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 <em>+2 greatsword</em>,<em> +1 full plate, arrow of slaying, clock of opening, </em>mechanical <em>wings of flying</em></p><p></p><p><strong>Challenge Rating 31+</strong> Axial great wyrm; ancient axial dragon with cerberus guardian</p><p><strong><em>Treasure:</em></strong> 10,000 pp, 7 jacinth (5,000 gp each), necklace made of pink pearls (2,500 gp), <em>crystal ball of true seeing, emperor’s blade</em> made from dragon teeth (not this dragon’s teeth), 2 <em>potions of superior healing, potion of storm giant strength, spell scroll of circle of death, universal solvent</em></p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Signs</span></span></strong></p><p>1. Perfectly symmetrical pathways, gardens, and trees</p><p>2. A brainwashed demon or other Chaotic creature acting in a strangely orderly manner</p><p>3. A signpost pointing towards the dragon's lair</p><p>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</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Behavior</span></span></strong></p><p>1. In consultation with several humanoids to plan out a perfectly laid-out forest.</p><p>2. Flying overhead in a grid pattern, hunting for imperfect beings</p><p>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</p><p>4. Attacking a settlement populated with disorderly inhabitants</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Lair Features</span></span></strong></p><p>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:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 <strong>thugs</strong>, 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.</p><p></p><p>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.</p><p></p><p><strong>Names</strong></p><p>Arete, Harmony, Laphes, Modus, Oimannes, Symmetry</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Ancient Axial Dragon</span></span></strong></p><p><strong>Legendary gargantuan dragon; Challenge 21 (33,000 XP)</strong></p><p><strong>AC</strong> 20 (natural armor)</p><p><strong>HP</strong> 330 (20d20+120; bloodied 165)</p><p><strong>Speed</strong> 40 ft., fly 100 feet (hover)</p><p></p><p><strong>STR</strong> 24 (+7) <strong>DEX</strong> 17 (+3) <strong>CON</strong> 22 (+6)</p><p><strong>INT</strong> 26 (+8) <strong>WIS</strong> 26 (+8) <strong>CHA</strong> 20 (+5)</p><p></p><p><strong>Proficiency</strong> +7; <strong>Maneuver DC</strong> 24</p><p><strong>Saving Throws</strong> Dex +10, Con +13, Int +15, Wis +15</p><p><strong>Skills</strong> Engineering +15, Insight +15 (+1d6), Perception +15 (+1d6), Stealth +10</p><p><strong>Damage Resistances</strong> acid, cold, fire, force, necrotic, psychic</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, poisoned, strife, unconscious</p><p><strong>Senses</strong> darkvision 120 ft., truesight 60 ft., passive Perception 28</p><p><strong>Languages</strong> telepathy 120 ft., Celestial, Common, Draconic, Infernal, two others</p><p></p><p><strong><em>Axiomatic Mind. </em></strong>The dragon can’t be compelled to act in a manner contrary to its nature.</p><p></p><p><strong><em>Immutable Form. </em></strong>The dragon is immune to any spell or effect that would alter its form.</p><p></p><p><strong><em>Lawful. </em></strong>The dragon radiates a Lawful aura.</p><p></p><p><strong><em>Legendary Resistance (3/Day).</em></strong> 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.</p><p></p><p><strong><em>Perfect Movement. </em></strong>The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.</p><p></p><p><strong><em>Strike Out The Flaws. </em></strong>The dragon has advantage on attack rolls against creatures with the Chaotic alignment.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Gear.</p><p></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +14 to hit, reach 15 ft., one target. <em>Hit: </em>29 (4d10+7) piercing damage.</p><p></p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit: </em>20 (3d8+7) slashing damage</p><p></p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +14 to hit, reach 20 ft., one target. <em>Hit: </em>20 (3d8+7) bludgeoning damage.</p><p></p><p><strong><em>Force Breath. </em></strong>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.</p><p></p><p><strong><em>Spit Gear. </em></strong>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.</p><p></p><p><strong><u>Bonus Action</u></strong></p><p><strong><em>Analysis.</em></strong> 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.</p><p></p><p><strong><em>Clockwork Precision. </em></strong>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.</p><p></p><p><strong><u>Reaction</u></strong></p><p><strong><em>Tail Attack. </em></strong>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.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>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.</p><p></p><p><strong><em>Roar.</em></strong> 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.</p><p></p><p><strong><em>Wing Attack.</em></strong> 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.</p><p></p><p><strong><em>Everything In Its Place (Costs 2 Actions). </em></strong>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.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Variant: Axial Dragon Spellcaster</span></span></strong></p><p>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:</p><p></p><p><strong>Young (save DC 14): 3/day each:</strong> <em>searing equation </em>(5th level), <em>zone of truth</em></p><p><strong>Adult (save DC 17): 3/day each:</strong> <em>eldritch cube, plane shift</em></p><p><strong>Ancient (save DC 20): 1/day each:</strong> <em>forcecage</em></p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Ancient Dragon Variant: Axial Great Wyrm</span></span></strong></p><p>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:</p><p></p><p><strong><em>Utter Perfection.</em></strong> 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.</p><p></p><p>The dragon has the following legendary actions, which it can only use while bloodied.</p><p></p><p><strong><em>Elite Recovery.</em></strong> 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.</p><p></p><p><strong><em>Mortal Terror (Gaze).</em></strong> A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the last 24 hours.</p><p></p><p><strong><em>Reset.</em></strong> The dragon recharges its breath weapon.</p><p></p><p><strong><em>Calculated Prediction (Costs 2 Actions). </em></strong>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.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Adult Axial Dragon</span></span></strong></p><p><strong>Legendary huge dragon; Challenge 15 (13,000 XP)</strong></p><p><strong>AC</strong> 18 (natural armor)</p><p><strong>HP</strong> 240 (21d12+104; bloodied 120)</p><p><strong>Speed</strong> 40 ft., fly 100 feet (hover)</p><p></p><p><strong>STR</strong> 20 (+5) <strong>DEX</strong> 17 (+3) <strong>CON</strong> 20 (+5)</p><p><strong>INT</strong> 23 (+7) <strong>WIS</strong> 24 (+7) <strong>CHA</strong> 18 (+4)</p><p></p><p><strong>Proficiency</strong> +5; <strong>Maneuver DC</strong> 20</p><p><strong>Saving Throw</strong> Dex +8, Con +10, Int +12, Wis +12</p><p><strong>Skills</strong> Engineering +12, Insight +12, Perception +12 (+1d6), Stealth +8</p><p><strong>Damage Resistances</strong> acid, cold, fire, force, necrotic, psychic</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, poisoned, strife, unconscious</p><p><strong>Senses</strong> darkvision 120 ft., truesight 30 ft., passive Perception 25</p><p><strong>Languages</strong> telepathy 120 ft., Celestial, Common, Draconic, Infernal</p><p></p><p><strong><em>Axiomatic Mind. </em></strong>The dragon can’t be compelled to act in a manner contrary to its nature.</p><p></p><p><strong><em>Immutable Form. </em></strong>The dragon is immune to any spell or effect that would alter its form.</p><p></p><p><strong><em>Lawful. </em></strong>The dragon radiates a Lawful aura.</p><p></p><p><strong><em>Legendary Resistance (3/Day).</em></strong> 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.</p><p></p><p><strong><em>Perfect Movement. </em></strong>The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.</p><p></p><p><strong><em>Strike Out The Flaws. </em></strong>The dragon has advantage on attack rolls against creatures with the Chaotic alignment.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Gear.</p><p></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit: </em>21 (3d10+5) piercing damage.</p><p></p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit: </em>18 (3d8+5) slashing damage</p><p></p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 15 ft., one target. <em>Hit: </em>18 (3d8+5) bludgeoning damage.</p><p></p><p><strong><em>Force Breath. </em></strong>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.</p><p></p><p><strong><em>Spit Gear. </em></strong>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.</p><p></p><p><strong><u>Bonus Action</u></strong></p><p><strong><em>Analysis.</em></strong> 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.</p><p></p><p><strong><em>Clockwork Precision. </em></strong>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.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Tail Attack. </em></strong>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.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>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.</p><p></p><p><strong><em>Calculated Prediction. </em></strong>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.</p><p></p><p><strong><em>Clockwork Precision. </em></strong>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.</p><p></p><p><strong><em>Wing Attack.</em></strong> 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.</p><p></p><p><strong><em>Everything In Its Place (Costs 2 Actions). </em></strong>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.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(41, 105, 176)">Young Axial Dragon</span></span></strong></p><p><strong>Large dragon; Challenge 9 (5,000 XP)</strong></p><p><strong>AC</strong> 17 (natural armor)</p><p><strong>HP</strong> 142 (15d10+60; bloodied 71)</p><p><strong>Speed</strong> 40 ft., fly 100 feet (hover)</p><p></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 17 (+3) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 20 (+5) <strong>WIS</strong> 20 (+5) <strong>CHA</strong> 16 (+3)</p><p></p><p><strong>Proficiency</strong> +3; <strong>Maneuver DC</strong> 16</p><p><strong>Saving Throw</strong> Dex +6, Con +7, Int +8, Wis +8</p><p><strong>Skills</strong> Engineering +8, Insight +8, Perception +8 (+1d6), Stealth +6</p><p><strong>Damage Resistances</strong> acid, cold, fire, force, necrotic, psychic</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, poisoned, strife, unconscious</p><p><strong>Senses</strong> darkvision 120 ft., truesight 15 ft., passive Perception 21</p><p><strong>Languages</strong> telepathy 120 ft., Celestial, Common, Draconic, Infernal</p><p></p><p><strong><em>Axiomatic Mind. </em></strong>The dragon can’t be compelled to act in a manner contrary to its nature.</p><p></p><p><strong><em>Immutable Form. </em></strong>The dragon is immune to any spell or effect that would alter its form.</p><p></p><p><strong><em>Lawful. </em></strong>The dragon radiates a Lawful aura.</p><p></p><p><strong><em>Perfect Movement. </em></strong>The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.</p><p></p><p><strong><em>Strike Out The Flaws. </em></strong>The dragon has advantage on attack rolls against creatures with the Chaotic alignment.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The dragon attacks once with its bite and twice with its claws.</p><p></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit: </em>21 (3d10+5) piercing damage.</p><p></p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit: </em>18 (3d8+5) slashing damage</p><p></p><p><strong><em>Force Breath. </em></strong>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.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Axial Dragon Wyrmling</span></span></strong></p><p><strong>Large dragon; Challenge 3 (700 XP)</strong></p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 60 (8d8+24; bloodied 30)</p><p><strong>Speed</strong> 30 ft., fly 80 feet (hover)</p><p></p><p><strong>STR</strong> 16 (+3) <strong>DEX</strong> 17 (+3) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 17 (+3) <strong>WIS</strong> 18 (+4) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 13</p><p><strong>Skills</strong> Perception +6, Stealth +5</p><p><strong>Damage Resistances</strong> acid, cold, fire, force, necrotic, psychic</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, poisoned, strife, unconscious</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 16</p><p><strong>Languages</strong> telepathy 120 ft., Celestial, Draconic, Infernal</p><p></p><p><strong><em>Axiomatic Mind. </em></strong>The dragon can’t be compelled to act in a manner contrary to its nature.</p><p></p><p><strong><em>Immutable Form. </em></strong>The dragon is immune to any spell or effect that would alter its form.</p><p></p><p><strong><em>Lawful. </em></strong>The dragon radiates a Lawful aura.</p><p></p><p><strong><em>Perfect Movement. </em></strong>The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.</p><p></p><p><strong><em>Strike Out The Flaws. </em></strong>The dragon has advantage on attack rolls against creatures with the Chaotic alignment.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit: </em>14 (2d10+4) piercing damage.</p><p></p><p><strong><em>Force Breath. </em></strong>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.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9478068, member: 6915329"] 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 [URL='https://www.enworld.org/threads/a-leveled-up-bestiary-volume-two.701725/page-18#post-9455797']axiomatic creature[/URL] template and have a machine (or magic) that forcibly turns creatures into axiomatic creatures. [ATTACH type="full"]382142[/ATTACH] [B][SIZE=6][COLOR=rgb(41, 105, 176)]Axial Dragon[/COLOR][/SIZE][/B] 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. [B][I]Seekers of Perfection.[/I][/B] 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. [B][I]Many Views. [/I][/B]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. [B][I]Climate/Terrain: [/I][/B]Any climate; any terrain; Luria [B][COLOR=rgb(41, 105, 176)][SIZE=5]Legends and Lore[/SIZE][/COLOR][/B] With an Arcana or History check, the characters can learn the following: [B]DC 10.[/B] Coming from planes of absolute law, axial dragons are proponents of order and the destruction of chaos. [B]DC 15.[/B] Axial dragons breathe out golden motes of force that can tear out the imperfections of their victims’ minds. [B]DC 20.[/B] The oldest axial dragons can alter other creature’s actions to make them better fit into the dragon’s ideal of perfection. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Axial Dragon Encounters[/SIZE][/COLOR] Challenge Rating 3-4[/B] Axial dragon wyrmling [B][I]Treasure:[/I][/B] 100 ep, 105 sp, local map (25 gp), jasper (50 gp), [I]inkpot of the thrifty apprentice,[/I] [I]potion of healing[/I] [B]Challenge Rating 5-10[/B] Young axial dragon; axial dragon wyrmling and 2 hound guardians [B][I]Treasure:[/I][/B] 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), [I]dust of disappearance, fizzy lifter, inspiring pahu, second-light lantern, [/I]2 [I]vials of beauty[/I] [B]Challenge Rating 11-16[/B] Adult axial dragon; young axial dragon with clockwork sentinel, 1d4+3 animated armors, or 2 [URL='https://www.enworld.org/threads/a-leveled-up-bestiary-volume-two.701725/page-18#post-9455797']Lurian guards[/URL] [B][I]Treasure:[/I][/B] 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 [I]calculate [/I]cantrip (no attunement required), [I]restorative ointment, [/I]spell scrolls of [I]eldritch cube [/I]and [I]reopen rift[/I] [B]Challenge Rating 17-22[/B] Ancient axial dragon; adult axial dragon with shield guardian [B][I]Treasure:[/I][/B] 500 pp, 1,000 gp, diamond (5,000 gp), gold bangle (750 gp), a [URL='https://a5e.tools/node/1455']crusher[/URL] 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 [I]chime of opening, necklace of fireballs,[/I] [I]potions of frost giant strength [/I]and [I]growth, wand of enemy detection[/I] [B]Challenge Rating 23-30[/B] ancient axial dragon with crusher; adult axial dragon with 4-5 clockwork sentinels [B][I]Treasure:[/I][/B] 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 [I]+2 greatsword[/I],[I] +1 full plate, arrow of slaying, clock of opening, [/I]mechanical [I]wings of flying[/I] [B]Challenge Rating 31+[/B] Axial great wyrm; ancient axial dragon with cerberus guardian [B][I]Treasure:[/I][/B] 10,000 pp, 7 jacinth (5,000 gp each), necklace made of pink pearls (2,500 gp), [I]crystal ball of true seeing, emperor’s blade[/I] made from dragon teeth (not this dragon’s teeth), 2 [I]potions of superior healing, potion of storm giant strength, spell scroll of circle of death, universal solvent[/I] [B][COLOR=rgb(41, 105, 176)][SIZE=5]Signs[/SIZE][/COLOR][/B] 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 [B][COLOR=rgb(41, 105, 176)][SIZE=5]Behavior[/SIZE][/COLOR][/B] 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 [B][COLOR=rgb(41, 105, 176)][SIZE=5]Lair Features[/SIZE][/COLOR][/B] 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 [B]thugs[/B], 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. [B]Names[/B] Arete, Harmony, Laphes, Modus, Oimannes, Symmetry [B][COLOR=rgb(41, 105, 176)][SIZE=7]Ancient Axial Dragon[/SIZE][/COLOR] Legendary gargantuan dragon; Challenge 21 (33,000 XP) AC[/B] 20 (natural armor) [B]HP[/B] 330 (20d20+120; bloodied 165) [B]Speed[/B] 40 ft., fly 100 feet (hover) [B]STR[/B] 24 (+7) [B]DEX[/B] 17 (+3) [B]CON[/B] 22 (+6) [B]INT[/B] 26 (+8) [B]WIS[/B] 26 (+8) [B]CHA[/B] 20 (+5) [B]Proficiency[/B] +7; [B]Maneuver DC[/B] 24 [B]Saving Throws[/B] Dex +10, Con +13, Int +15, Wis +15 [B]Skills[/B] Engineering +15, Insight +15 (+1d6), Perception +15 (+1d6), Stealth +10 [B]Damage Resistances[/B] acid, cold, fire, force, necrotic, psychic [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] charmed, fatigue, frightened, poisoned, strife, unconscious [B]Senses[/B] darkvision 120 ft., truesight 60 ft., passive Perception 28 [B]Languages[/B] telepathy 120 ft., Celestial, Common, Draconic, Infernal, two others [B][I]Axiomatic Mind. [/I][/B]The dragon can’t be compelled to act in a manner contrary to its nature. [B][I]Immutable Form. [/I][/B]The dragon is immune to any spell or effect that would alter its form. [B][I]Lawful. [/I][/B]The dragon radiates a Lawful aura. [B][I]Legendary Resistance (3/Day).[/I][/B][I] [/I]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. [B][I]Perfect Movement. [/I][/B]The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. [B][I]Strike Out The Flaws. [/I][/B]The dragon has advantage on attack rolls against creatures with the Chaotic alignment. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Gear. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +14 to hit, reach 15 ft., one target. [I]Hit: [/I]29 (4d10+7) piercing damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +14 to hit, reach 10 ft., one target. [I]Hit: [/I]20 (3d8+7) slashing damage [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +14 to hit, reach 20 ft., one target. [I]Hit: [/I]20 (3d8+7) bludgeoning damage. [B][I]Force Breath. [/I][/B]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. [B][I]Spit Gear. [/I][/B]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. [B][U]Bonus Action[/U] [I]Analysis.[/I][/B] 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. [B][I]Clockwork Precision. [/I][/B]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. [B][U]Reaction[/U] [I]Tail Attack. [/I][/B]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. [B][U]Legendary Actions[/U][/B] 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. [B][I]Roar.[/I][/B] 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. [B][I]Wing Attack.[/I][/B] 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. [B][I]Everything In Its Place (Costs 2 Actions). [/I][/B]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. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Variant: Axial Dragon Spellcaster[/SIZE][/COLOR][/B] 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: [B]Young (save DC 14): 3/day each:[/B] [I]searing equation [/I](5th level), [I]zone of truth[/I] [B]Adult (save DC 17): 3/day each:[/B] [I]eldritch cube, plane shift[/I] [B]Ancient (save DC 20): 1/day each:[/B] [I]forcecage[/I] [B][COLOR=rgb(41, 105, 176)][SIZE=5]Ancient Dragon Variant: Axial Great Wyrm[/SIZE][/COLOR][/B] 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: [B][I]Utter Perfection.[/I][/B] 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. [B][I]Elite Recovery.[/I][/B] 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. [B][I]Mortal Terror (Gaze).[/I][/B] A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the last 24 hours. [B][I]Reset.[/I][/B] The dragon recharges its breath weapon. [B][I]Calculated Prediction (Costs 2 Actions). [/I][/B]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. * [B][COLOR=rgb(41, 105, 176)][SIZE=7]Adult Axial Dragon[/SIZE][/COLOR] Legendary huge dragon; Challenge 15 (13,000 XP) AC[/B] 18 (natural armor) [B]HP[/B] 240 (21d12+104; bloodied 120) [B]Speed[/B] 40 ft., fly 100 feet (hover) [B]STR[/B] 20 (+5) [B]DEX[/B] 17 (+3) [B]CON[/B] 20 (+5) [B]INT[/B] 23 (+7) [B]WIS[/B] 24 (+7) [B]CHA[/B] 18 (+4) [B]Proficiency[/B] +5; [B]Maneuver DC[/B] 20 [B]Saving Throw[/B] Dex +8, Con +10, Int +12, Wis +12 [B]Skills[/B] Engineering +12, Insight +12, Perception +12 (+1d6), Stealth +8 [B]Damage Resistances[/B] acid, cold, fire, force, necrotic, psychic [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] charmed, fatigue, frightened, poisoned, strife, unconscious [B]Senses[/B] darkvision 120 ft., truesight 30 ft., passive Perception 25 [B]Languages[/B] telepathy 120 ft., Celestial, Common, Draconic, Infernal [B][I]Axiomatic Mind. [/I][/B]The dragon can’t be compelled to act in a manner contrary to its nature. [B][I]Immutable Form. [/I][/B]The dragon is immune to any spell or effect that would alter its form. [B][I]Lawful. [/I][/B]The dragon radiates a Lawful aura. [B][I]Legendary Resistance (3/Day).[/I][/B][I] [/I]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. [B][I]Perfect Movement. [/I][/B]The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. [B][I]Strike Out The Flaws. [/I][/B]The dragon has advantage on attack rolls against creatures with the Chaotic alignment. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Gear. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit: [/I]21 (3d10+5) piercing damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 5 ft., one target. [I]Hit: [/I]18 (3d8+5) slashing damage [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 15 ft., one target. [I]Hit: [/I]18 (3d8+5) bludgeoning damage. [B][I]Force Breath. [/I][/B]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. [B][I]Spit Gear. [/I][/B]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. [B][U]Bonus Action[/U] [I]Analysis.[/I][/B] 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. [B][I]Clockwork Precision. [/I][/B]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. [B][U]Reactions[/U] [I]Tail Attack. [/I][/B]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. [B][U]Legendary Actions[/U][/B] 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. [B][I]Calculated Prediction. [/I][/B]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. [B][I]Clockwork Precision. [/I][/B]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. [B][I]Wing Attack.[/I][/B] 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. [B][I]Everything In Its Place (Costs 2 Actions). [/I][/B]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. * [B][SIZE=7][COLOR=rgb(41, 105, 176)]Young Axial Dragon[/COLOR][/SIZE] Large dragon; Challenge 9 (5,000 XP) AC[/B] 17 (natural armor) [B]HP[/B] 142 (15d10+60; bloodied 71) [B]Speed[/B] 40 ft., fly 100 feet (hover) [B]STR[/B] 18 (+4) [B]DEX[/B] 17 (+3) [B]CON[/B] 18 (+4) [B]INT[/B] 20 (+5) [B]WIS[/B] 20 (+5) [B]CHA[/B] 16 (+3) [B]Proficiency[/B] +3; [B]Maneuver DC[/B] 16 [B]Saving Throw[/B] Dex +6, Con +7, Int +8, Wis +8 [B]Skills[/B] Engineering +8, Insight +8, Perception +8 (+1d6), Stealth +6 [B]Damage Resistances[/B] acid, cold, fire, force, necrotic, psychic [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] charmed, fatigue, frightened, poisoned, strife, unconscious [B]Senses[/B] darkvision 120 ft., truesight 15 ft., passive Perception 21 [B]Languages[/B] telepathy 120 ft., Celestial, Common, Draconic, Infernal [B][I]Axiomatic Mind. [/I][/B]The dragon can’t be compelled to act in a manner contrary to its nature. [B][I]Immutable Form. [/I][/B]The dragon is immune to any spell or effect that would alter its form. [B][I]Lawful. [/I][/B]The dragon radiates a Lawful aura. [B][I]Perfect Movement. [/I][/B]The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. [B][I]Strike Out The Flaws. [/I][/B]The dragon has advantage on attack rolls against creatures with the Chaotic alignment. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The dragon attacks once with its bite and twice with its claws. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit: [/I]21 (3d10+5) piercing damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 5 ft., one target. [I]Hit: [/I]18 (3d8+5) slashing damage [B][I]Force Breath. [/I][/B]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. * [B][COLOR=rgb(41, 105, 176)][SIZE=7]Axial Dragon Wyrmling[/SIZE][/COLOR] Large dragon; Challenge 3 (700 XP) AC[/B] 15 (natural armor) [B]HP[/B] 60 (8d8+24; bloodied 30) [B]Speed[/B] 30 ft., fly 80 feet (hover) [B]STR[/B] 16 (+3) [B]DEX[/B] 17 (+3) [B]CON[/B] 16 (+3) [B]INT[/B] 17 (+3) [B]WIS[/B] 18 (+4) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 13 [B]Skills[/B] Perception +6, Stealth +5 [B]Damage Resistances[/B] acid, cold, fire, force, necrotic, psychic [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] charmed, fatigue, frightened, poisoned, strife, unconscious [B]Senses[/B] darkvision 60 ft., passive Perception 16 [B]Languages[/B] telepathy 120 ft., Celestial, Draconic, Infernal [B][I]Axiomatic Mind. [/I][/B]The dragon can’t be compelled to act in a manner contrary to its nature. [B][I]Immutable Form. [/I][/B]The dragon is immune to any spell or effect that would alter its form. [B][I]Lawful. [/I][/B]The dragon radiates a Lawful aura. [B][I]Perfect Movement. [/I][/B]The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. [B][I]Strike Out The Flaws. [/I][/B]The dragon has advantage on attack rolls against creatures with the Chaotic alignment. [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit: [/I]14 (2d10+4) piercing damage. [B][I]Force Breath. [/I][/B]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. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
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