A dark fantasy world with a touch of steampunk, horror, magic, corruption. But also love and hope.
Played | 12 times |
Cloned | 4 times |
Created | 64 days ago |
Last Updated | 47 days ago |
Visibility | Public |
Description
Dragons have scales that shimmer like precious gems and eyes that glow with an otherworldly light, it is both mesmerizing and terrifying, often seen as a guardian of ancient secrets and treasures. There are a few different kinds of dragons: Blue, Green, Red, Golden, and Black. The green dragons live in huge forests and are usually to big to be able to fly. The Red dragons live in caves and some are used as mounts by the dragonriders. Red dragons can breath fire and fly, they are fierce fighters and pretty aggressive. The Blue dragons are slender and the smallest of the dragon kin. They are extremely good at flying and the fastest and most agile in the air of all dragons. Easiest dragon kin to approch without getting killed immidiatly. The Black dragons, rumoured to be undead dragons, breath poisoness gas and are the most cunning and vicious of the dragon kin. Golden dragons are few, they are the leaders of the dragon kin. Wise, with a noble temper, bigger then the red ones.
Size | Huge |
Type | Dragon |
CR | 15 |
XP | 13000 |
Languages | Draconic, Celestial, Primordial, Elven |
Armor Class | 20 |
HP Range | 300 - 400 (Avg: 350) |
Damage Vulnerabilities | Cold |
Damage Resistances | Fire, Lightning |
Damage Immunities | Poison, Psychic |
Condition Immunities | Frightened, Paralyzed |
Breath of the Ancients
The Drakonis Serpentis exhales a 60-foot cone of radiant energy. Each creature in that area must make a DC 22 Dexterity saving throw, taking 12d10 radiant damage on a failed save, or half as much on a successful one. This ability can be used once every 5 rounds.
Deadly Glare
The Drakonis Serpentis can fix its gaze on a creature within 60 feet. The target must succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute.
Tail Swipe
The Drakonis Serpentis makes a tail attack against all creatures within 15 feet. Each creature must make a DC 22 Dexterity saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much on a successful one.