Dragon, Meteor, Adult

Family: Dragons

Huge dragon, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 237 (19d12 + 114)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 23 (+6) 17 (+3) 14 (+2) 25 (+7)

Saving Throws Dex +5, Con +11, Wis +7, Cha +12
Skills Intimidation +17, Perception +12
Damage Immunities fire; bludgeoning damage from nonmagical attacks
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Abyssal, Aklo, Celestial, Draconic, Ignan, Infernal
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Intergalactic. In outer space, a meteor dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

  • Multiattack. The meteor dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing and 7 (2d6) fire damage, or 23 (3d10 +7) piercing damage if the dragon forgoes the fire damage.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
  • Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
  • Alien Presence. A meteor dragon’s alien presence causes an opponent that fails its save to be overcome with fear. Each creature of the meteor dragon’s choice that is within 120 feet of the meteor dragon must succeed on a DC 16 Intelligence saving throw or become frightened for 1 minute, and must use their movement to stay at least 30 feet away from the dragon if possible. 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 meteor dragon’s Alien Presence for the next 24 hours.
  • Meteor Breath (Recharge 5-6). The meteor dragon exhales a blast of fire and molten rock in a 60- foot cone. Each creature in that cone must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage and 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The meteor dragon can exchange damage dice between fire and bludgeoning damage when it uses its breath weapon, choosing any combination of damage dice that add up to 18d6.

LEGENDARY ACTIONS

The meteor 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 meteor dragon regains spent legendary actions at the start of its turn.

  • Detect. The meteor dragon makes a Wisdom (Perception) check.
  • Tail Attack. The meteor dragon makes a tail attack.
  • Deep Impact (Costs 2 Actions). The meteor dragon flies up to its speed, and impacts with the ground. If the dragon moved at least 30 feet, each creature within 10 feet of the meteor dragon must succeed on a DC 20 Constitution saving throw or take 14 (4d6) bludgeoning damage and be forced prone.

ABOUT

Meteor dragons are destructive forces from the stars responsible for the annihilation of many species. They see themselves as crucibles, however, and delight in the species that come to prominence after they devastate a world.

Section 15: Copyright Notice

The Dragon’s Hoard #20 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Alex Riggs, Mike Myler, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young.

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