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Tungsten Dragons

Made by the Youtube Channel: Dungeon Dad

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Jairo Ferreira
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291 Ansichten10 Seiten

Tungsten Dragons

Made by the Youtube Channel: Dungeon Dad

Hochgeladen von

Jairo Ferreira
Copyright
© © All Rights Reserved
Wir nehmen die Rechte an Inhalten ernst. Wenn Sie vermuten, dass dies Ihr Inhalt ist, beanspruchen Sie ihn hier.
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TUNGSTEN

DRAGONS
The dragon’s head is dotted with many horns ranging from small to
large. These horns continue down along the dragon’s, lending it an
almost insectile quality. Its piercing yellow eyes scan the dragon’s
surroundings with cold calculation. The dragon’s scales are a dull, flat
green, and its wings are massive relative to the rest of the dragon’s body.

By Any Means Necessary. Tungsten dragons are relentless in


their pursuit of the greater good. They believe that the ends almost
always justify the means, and will not hesitate for even a moment if they
believe they can take action to undermine the forces of evil. To them, no
resource should be spared in order to destroy their enemies, and anyone
who stands in the way of this methodology only serves to aid the allies of
villainy. Despite this intense attitude towards evil, there are still lines
which tungsten dragons will not cross. They will not engage in activities
certain to cause suffering for innocent creatures, and they won’t stoop to
making pacts or deals with evil entities. These two principals are held
just as strongly as their desire to see those that would spread evil’s
influence burn within their molten breath.
Arrogant Titans. As high ranking members of the ferrous dragon
hierarchy, tungsten dragons think very highly of themselves. They
operate with an attitude of presumed superiority over most other
creatures, believing themselves to be at the apex of understanding when
it comes to what must be done in any given moment. The only true
exception to their arrogance is when they interact with iron dragons.
Since iron dragons sit at the top of ferrous dragon kind, they show them
reverence and respect akin to the relationship between a knight of
highest calibre and their king. Very rarely, they may come to view other
creatures as equals deserving of mutual respect, but these occurrences
are exceptionally rare and are not taken lightly by the dragons.
Family Oriented. Unlike most other dragons, tungsten dragons
mate for life. They remain with their chosen partner indefinitely and
actively participate in child rearing until their wyrmlings have grown up
into young dragons capable of fending for themselves. Once a tungsten
dragon reaches maturity, they may choose to remain with their family, or
go off to settle a lair and potentially start a family of their own, but even
if they do choose to leave, their family will still welcome them home at
any time should they choose to reunite for any reason. This community
driven nature of tungsten dragons has allowed them to exist in some of
the most unforgiving places the world has to offer. Those who know of
their familial nature always think twice before taking action against a
tungsten dragon, and those who don’t seldom live to regret that choice.

A Tungsten Dragon’s Lair.


A tungsten dragon prefers to make its home in deserts and arid plains.
They enjoy basking in the heat of the sun at its peak, and bathing
themselves in boiling hot sand when possible. This ritual keeps their
scales smooth and removes any imperfections that might hinder them as
they burrow through the ground. Their actual lairs are usually in rocky
caves, though when no such locale is available they will settle for making
a home deep underground.

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:
- Steel spikes shoot out from the surface of the ground, walls, and
ceiling (where applicable) in order to skewer a single target. The
target takes 14 (4d6) piercing damage, or half as much on a
successful DC 15 Dexterity Saving Throw. A creature who fails this
save is also pinned in place, reducing their movement speed to 0
until an action is used to free them.
- A nonmagical metal object within 60 feet of the dragon is magically
altered, causing its makeup to magically fuse together. Tiny, green,
metallic rods jut out from the object's surface and it becomes ten
times heavier than it was before. If the object is a weapon, any
creature with a strength score less than 21 who makes an attack
with it has disadvantage. The weapon deals an additional 2d6
bludgeoning damage in addition to its normal damage roll. If the
object is a piece of armor, a creature wearing with a strength score
less than 21 it has its speed reduced by 10 feet and has
disadvantage on Dexterity checks, however, the armor also grants
an additional +2 to armor class on top of its normal bonuses. This
change lasts for 24 hours, or until the dragon is slain.
- A 10-foot area within 30 feet of the dragon erupts into a fissure of
molten lava. Any creature that starts its turn within this area takes
18 (4d8) fire damage. The lava lasts until initiative count 20 on the
next round, at which point it cools and hardens into solid rock.

Regional Effects
The region containing a legendary tungsten dragon’s lair is warped by
the dragon’s magic, which creates one or more of the following effects:
- Deposits of naturally occurring steel become abundant in any
mountains or rocky areas within 2 miles of the dragon's lair.
- Sandstorms become extremely common within 6 miles of the
dragon’s lair, and a nearly constant sandstorm persists within the
mile radius surrounding its home. The area within the sandstorm is
considered lightly obscured and difficult terrain. Any creature
within the sandstorm has their vision heavily obscure beyond 10
feet.
- The dragon is able to sense non-precious metals present within 25
miles of its lair. This allows it to find valuable deposits of metal
deep underground, and enables the dragon to know the location of
any creatures wearing armor made of such materials near its home.

If the dragon dies, all regional effects end immediately, however, any
remaining steel deposits persist indefinitely.
Tungsten Dragon
Wyrmling
Medium Dragon, Typically Lawful Good

Armour Class - 18 (natural armor)


Hit Points - 39 (6d8 + 12)
Speed - 30 ft., burrow 30 ft., fly 60 ft.

STR DEX CON INT WIS CH


A

19 10 15 13 13 14

+4 +0 +2 +1 +1 +2

Saving Throws DEX +2, CON +4, WIS +3, CHA +4


Skills Perception +3
Damage Immunities fire
Condition Immunities paralyzed, sleep
Senses blindsight 10 ft., metalsense 120 ft., darkvision 120 ft., passive
Perception 14
Languages Draconic
Challenge 2 (450 XP)

Proficiency Bonus +2

Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 9 (1d10 + 4) piercing damage.

Breath Weapon (Recharge 5-6).


The dragon exhales a blast of superheated molten sand in a 15-foot cone.
Each creature in that area must make a DC 13 Constitution saving throw,
taking 9 (2d8) bludgeoning damage and 9 (2d8) fire damage on a failed save,
or half as much damage on a successful one.

Sand Cloud (1/Day).


The dragon exhales a cloud of fine sand in a 15-foot radius centred on itself.
The cloud of sand snuffs out all non-magical flames in the area and any
creature that is concentrating on a spell that starts its turn within the sand
cloud must succeed on a DC 10 Concentration Check or lose concentration.
The area within the cloud is lightly obscured. The cloud lasts for 10 minutes
before the sand settles to the ground.

Young Tungsten Dragon


Large Dragon, Typically Lawful Good

Armour Class - 19 (natural armor)


Hit Points - 152 (16d10 + 64)
Speed - 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CH


A

23 10 19 14 13 18

+6 +0 +4 +2 +1 +4

Saving Throws DEX +4, CON +8, WIS +5, CHA +8


Skills History +6, Perception +6
Damage Immunities fire
Condition Immunities paralyzed, sleep
Senses blindsight 30 ft., metalsense 120 ft., darkvision 180 ft., passive
Perception 16
Languages Common, Draconic
Challenge 9 (5,000 XP)

Proficiency Bonus +4

Actions
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.

Bite.
Melee Weapon Attack: +10 to hit, reach 10 ft., one creature.
Hit: 17 (2d10 + 6) piercing damage.

Claw.
Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Hit: 13 (2d6 + 6) slashing damage.

Breath Weapon (Recharge 5-6).


The dragon exhales a blast of superheated molten sand in a 30-foot cone.
Each creature in that area must make a DC 17 Constitution saving throw,
taking 27 (6d8) bludgeoning damage and 27 (6d8) fire damage on a failed
save, or half as much damage on a successful one.

Immolation (1/Day).
One target within 30 feet of the dragon bursts into flames, taking 44 (8d10)
fire damage, or half as much on a successful DC 17 Dexterity Saving Throw.
On a failed save the target also catches fire, taking 5 (1d10) fire damage at
the start of each of their turns until someone takes an action to douse the
fire.

Sand Cloud (1/Day).


The dragon exhales a cloud of fine sand in a 20-foot radius centred on itself.
The cloud of sand snuffs out all non-magical flames in the area and any
creature that is concentrating on a spell that starts its turn within the sand
cloud must succeed on a DC 12 Concentration Check or lose concentration.
The area within the cloud is lightly obscured. The cloud lasts for 10 minutes
before the sand settles to the ground.

Adult Tungsten Dragon


Huge Dragon, Typically Lawful Good

Armour Class - 20 (natural armor)


Hit Points - 225 (18d12 + 108)
Speed - 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CH


A

27 10 23 17 15 20

+8 +0 +6 +3 +2 +5

Saving Throws DEX +5, CON +11, WIS +7, CHA +10
Skills History +6, Perception +5
Damage Immunities fire
Condition Immunities paralyzed, sleep
Senses blindsight 60 ft., metalsense 120 ft., darkvision 180 ft., passive
Perception 14
Languages Common, Draconic
Challenge 16 (15,000 XP)

Proficiency Bonus +5

Traits
Legendary Resistance (3/Day).
If the dragon fails a saving throw, it can choose to succeed instead.

Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: one with
its bite and two with its claws.

Bite.
Melee Weapon Attack: +13 to hit, reach 10 ft., one creature.
Hit: 19 (2d10 + 8) piercing damage.

Claw.
Melee Weapon Attack: +13 to hit, reach 5 ft., one creature.
Hit: 15 (2d6 + 8) slashing damage.

Tail.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120
feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving
throw or become frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapon (Recharge 5-6).


The dragon exhales a blast of superheated molten sand in a 60-foot cone.
Each creature in that area must make a DC 20 Constitution saving throw,
taking 31 (7d8) bludgeoning damage and 31 (7d8) fire damage on a failed
save, or half as much damage on a successful one.

Immolation (1/Day).
Two targets within 30 feet of the dragon burst into flames, taking 55 (10d10)
fire damage, or half as much on a successful DC 20 Dexterity Saving Throw.
On a failed save the target also catches fire, taking 11 (2d10) fire damage at
the start of each of their turns until someone takes an action to douse the
fire.
Sand Cloud (1/Day).
The dragon exhales a cloud of fine sand in a 30-foot radius centred on itself.
The cloud of sand snuffs out all non-magical flames in the area and any
creature that is concentrating on a spell that starts its turn within the sand
cloud must succeed on a DC 14 Concentration Check or lose concentration.
The area within the cloud is lightly obscured. The cloud lasts for 30 minutes
before the sand settles to the ground.

Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only
one legendary action option can be used at a time and only at the end of
another creature's turn. The dragon regains spent legendary actions at the start
of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature
within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or
take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.

Ancient Tungsten
Dragon
Gargantuan Dragon, Typically Lawful Good

Armour Class - 23 (natural armor)


Hit Points - 462 (25d20 + 200)
Speed - 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CH


A

30 10 27 19 17 21

+10 +0 +8 +4 +3 +5
Saving Throws DEX +7, CON +19, WIS +10, CHA +12
Skills History +11, Perception +9
Damage Immunities fire
Condition Immunities paralyzed, sleep
Senses blindsight 60 ft., metalsense 240 ft., darkvision 240 ft., passive
Perception 19
Languages Common, Draconic
Challenge 23 (50,000 XP)

Proficiency Bonus +7

Traits
Legendary Resistance (3/Day).
If the dragon fails a saving throw, it can choose to succeed instead.

Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: one with
its bite and Gtwo with its claws.

Bite.
Melee Weapon Attack: +17 to hit, reach 15 ft., one creature.
Hit: 21 (2d10 + 10) piercing damage.

Claw.
Melee Weapon Attack: +17 to hit, reach 10 ft., one creature.
Hit: 21 (2d10 + 10) slashing damage.

Tail.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120
feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving
throw or become frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapon (Recharge 5-6).


The dragon exhales a blast of superheated molten sand in a 90-foot cone.
Each creature in that area must make a DC 24 Constitution saving throw,
taking 36 (8d8) bludgeoning damage and 36 (8d8) fire damage on a failed
save, or half as much damage on a successful one.
Immolation (1/Day).
All creatures within 60 feet of the dragon burst into flames, taking 66
(12d10) fire damage, or half as much on a successful DC 24 Dexterity Saving
Throw. On a failed save the target also catches fire, taking 11 (2d10) fire
damage at the start of each of their turns until someone takes an action to
douse the fire.

Sand Cloud (1/Day).


The dragon exhales a cloud of fine sand in a 60-foot radius centred on itself.
The cloud of sand snuffs out all non-magical flames in the area and any
creature that is concentrating on a spell that starts its turn within the sand
cloud must succeed on a DC 15 Concentration Check or lose concentration.
The area within the cloud is heavily obscured. The cloud lasts for 1 hour
before the sand settles to the ground.

Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only
one legendary action option can be used at a time and only at the end of
another creature's turn. The dragon regains spent legendary actions at the start
of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature
within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or
take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.

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