Page 88 - Monster Manual Expanded III Dragonix
P. 88
Favored Dragon of Tiamat Template use its Frightful Presence. It then makes three attacks: two with
its Claw and one with its Tail.
In the very rare event that a juvenile or older dragon earns the
Legendary Actions: The dragon can take 3 legendary actions,
favor of Tiamat, the Dragon Queen can imbue the dragon with
choosing from the options below. Only one legendary action option
a part of her essence as a divine gift. The dragon manifests two
can be used at a time and only at the end of another creature’s
additional heads and becomes a Favored of Tiamat. Such dragons
turn. The dragon regains spent legendary actions at the start of
are extremely rare and are revered and protected by the Church of
her turn.
Tiamat and the Cult of the Dragon.
The dragon’s legendary action options are associated with its
To create a template, follow the steps below:
three dragon heads (a bite and a breath weapon for each). Once
1. Determine the base chromatic dragon type (standard five only). the dragon chooses a legendary action option for one of its heads,
2. Determine two other different chromatic dragon types for the it can’t choose another one associated with that head until the
other two heads (standard five only). None of the three heads start of its next turn.
should be of the same type. Legendary Resistance (Juvenile, Young, Young Adult): The
3. The dragon loses the following actions: Bite, Breath Attack. If dragon gains Legendary Resistance (3/Day).
the dragon has legendary actions, it loses the following legendary New Legendary Action: Bite. The dragon makes a Bite attack.
actions: Detect, Tail Attack, and Wing Attack. List the base dragon bite damage plus the two other chromatic
4. It retains all of its other statistics and lair actions, except as dragon bite damage of the same age.
described below: New Legendary Action: Energy Breath (Costs 2 Actions). The
Multi-Headed. The dragon has advantage on Wisdom dragon uses Energy Breath, if available. The damage of the breath
(Perception) checks and on saving throws against being attack is determined by their age and the types of chromatic
blinded, charmed, deafened, frightened, stunned, and knocked dragon heads, as follows:
unconscious. For each head the dragon has beyond one, it gets an Juvenile. Black 27 (6d8) acid; Blue 27 (5d10) lightning; Green 24
extra reaction that can be used only for opportunity attacks.
(7d6) poison; Red 28 (8d6) fire; White 22 (5d8) cold.
Hit Points. Increase the dragon's hit dice by 3. Young. Black 31 (7d8) acid; Blue 33 (6d10) lightning; Green 28
Challenge Rating. Increase the dragon's CR by 3. Adjust all (8d6) poison; Red 31 (9d6) fire; White 27 (6d8) cold.
statistics that are affected by an increased proficiency bonus. Young Adult. Black 36 (8d8) acid; Blue 38 (7d10) lightning;
Damage Immunities The dragon gains the damage immunities Green 31 (9d6) poison; Red 35 (10d6) fire; White 31 (7d8) cold.
of each chromatic dragon type of head it has.
Adult. Black 45 (10d8) acid; Blue 49 (9d10) lightning; Green 38
New Action: Multiattack ( Juvenile, Young). The dragon makes (11d6) poison; Red 42 (12d6) fire; White 40 (9d8) cold.
two Claw attacks. Old. Black 54 (12d8) acid; Blue 60 (11d10) lightning; Green 45
New Action: Multiattack (Young Adult). The dragon can use its (13d6) poison; Red 52 (15d6) fire; White 49 (11d8) cold.
Frightful Presence. It then makes two Claw attacks. Ancient. Black 63 (14d8) acid; Blue 71 (13d10) lightning; Green
New Action: Multiattack (Adult, Old, Ancient). The dragon can
52 (15d6) poison; Red 59 (17d6) fire; White 58 (13d8) cold.
Favored Young Dragon of Tiamat 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
Large dragon, chaotic evil
legendary actions at the start of her turn.
The dragon’s legendary action options are associated with its
Armor Class 18 (natural armor)
three dragon heads (a bite and a breath weapon for each). Once the
Hit Points 210 (20d10 + 100)
dragon chooses a legendary action option for one of its heads, it
Speed 40 ft., fly 80 ft.
can’t choose another one associated with that head until the start of
its next turn.
STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
17 (2d10 + 6) slashing damage plus 3 (1d6) lightning damage (blue
Saving Throws Dex +5, Con +10, Wis +5, Cha +9 dragon head), fire damage (red dragon head), or cold damage (white
Skills Perception +10, Stealth +5 dragon head).
Damage Immunities cold, fire, lightning
Blue Dragon Head: Lightning Breath (Costs 2 Actions). The
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
dragon exhales lightning in a 60- foot line that is 5 feet wide. Each
Languages Common, Draconic
creature in that line must make a DC 18 Dexterity saving throw,
Challenge 13 (10,000 XP) Proficiency Bonus +5
taking 33 (6d10) lightning damage on a failed save, or half as much
damage on a successful one. Once this breath weapon is used, the
Legendary Resistance (3/Day). If the dragon fails a saving throw, it
dragon can't use it again until all other breath weapon have been
can choose to succeed instead.
used.
Multi-Headed. The dragon has advantage on Wisdom (Perception)
Red Dragon Head: Fire Breath (Costs 2 Actions). The dragon
checks and on saving throws against being blinded, charmed,
exhales fire in a 30-foot cone. Each creature in that area must make
deafened, frightened, stunned, and knocked unconscious. For each a DC 18 Dexterity saving throw, taking 31 (9d6) fire damage on a
head the dragon has beyond one, it gets an extra reaction that failed save, or half as much damage on a successful one. Once this
can be used only for opportunity attacks. breath weapon is used, the dragon can't use it again until all other
Actions breath weapon have been used.
White Dragon Head: Cold Breath (Costs 2 Actions). The dragon
Multiattack. The dragon makes two Claw attacks.
exhales an icy blast in a 30-foot cone. Each creature in that area
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. must make a DC 18 Constitution saving throw, taking 27 (6d8) cold
Hit: 13 (2d6 + 6) slashing damage. damage on a failed save, or half as much damage on a successful
Legendary Actions one. Once this breath weapon is used, the dragon can't use it again
until all other breath weapon have been used.
The dragon can take 3 legendary actions, choosing from the options
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Bestiary

