Dragon, Orichalcum

Family: Dragons

Large dragon, neutral good

Armor Class 18 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 19 (+4) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Cha +7, Con +7, Dex +8, Wis +4
Skills Arcana +5, Perception +4, Stealth +8
Damage Immunities force
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
Languages Ankeshelian, Aquan, Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • Amphibious. The dragon can breathe air and water.

ACTIONS

  • Multiattack. The dragon makes either two Claw attacks and one Bite attack or one Breath Weapon attack and one Claw attack.
  • Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d10 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) slashing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
  • Dreams and Nightmares. The dragon exhales a heliotrope wisp of dreamstuff, which it fashions according to its whims. The breath can take the form of a wall of fire, stone, or ice, or even a massive, disembodied claw. The dreamstuff walls are 10 feet high and may be a 50-foot-long wall or a 20-foot-diameter circle or a 15-foot-diameter, 10-foot-high dome. Those within 5 feet of either side of the fire or ice walls must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire or cold damage (as appropriate) on a failed save or half as much damage on a successful one. Passing through the wall of fire requires a single saving throw. The 5-foot segments of the stone and ice walls have AC 18 and can suffer 50 or 35 hit points, respectively, of damage before they burst. Walls last until the dragon uses their breath weapon again. If the dragon creates a Medium disembodied claw (AC 18; 50 hp), it may use a bonus action each round to direct the claw to attack a target within 120 feet, or to grapple the target. It has the dragon’s Strength and Dexterity and does not fill its space. On a successful claw attack, the target takes 27 (6d8) force damage and is pushed 5 feet. The claw may attempt to grapple a Huge or smaller creature within 5 feet of it. If the target is Medium or smaller, it has advantage on the check. While the claw is grappling a target, the dragon can use a bonus action to have the claw crush it for 12 (2d6 + 5) bludgeoning damage.
  • Telekinetic Hum. The dragon exhales, generating a telekinetic force that pummels all targets within a 5-foot radius of a targeted point. Targeted creatures must make a DC 15 Strength saving throw, taking 45 (10d8) force damage and being pushed 15 feet on a failed save or taking half as much damage and suffering no additional effects on a successful one. If something prevents a target from moving the full distance, it takes 4 (1d8) additional damage per 5 feet it was prevented from moving. Alternatively, the dragon may target a single Huge or smaller creature, and that creature must make a DC 15 Strength saving throw, taking 27 (6d8) force damage and being flung 45 feet in a direction selected by the dragon on a failed save or taking half as much damage and suffering no additional effects on a successful one.
  • Change Shape. The dragon magically transforms into a humanoid or beast (with a challenge rating no higher than its own) or back to its true form. Otherwise, other than size, their statistics are the same in each form. Equipment may be merged with their new form at their choice. They revert to their dragon form if they die.

An Orichalcum Dragon’s Lair

These dragons live in caverns, ruined temples, and other secluded structures, decorated with recovered artwork and statuary.

On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects. The dragon can’t use the same effect 2 rounds in a row:

  • The dragon sees into the future and, until the start of the next round, either increases the DC of its breath weapon by 2 or gains advantage on any attacks it makes
  • The dragon is magically accelerated, gaining +2 AC, advantage on Dexterity saves, and an additional Attack, Dash, Disengage, Hide, or Use an Object action until the start of the next round
  • The dragon may choose to absorb the next spell cast on it as a reaction and may either heal for 1d10 hit points per level of the spell absorbed or immediately recharge its breath weapon
  • The dragon unleashes a psionic scream that pierces the minds of all enemy creatures within 60 feet. Each creature must make a successful DC 15 Wisdom saving throw, taking 16 (3d10) psychic damage and being frightened on a failed save or taking half as much damage and suffering no additional effects on a successful one. A frightened creature may make a Wisdom saving throw at the end of their turn, and on a successful save, they are no longer frightened.

ABOUT

It emerged from the ruins, catlike and precise. We froze in place and watched it stalk between shattered pillars before leaping into the sky like a watchman’s flare.

Unusually reclusive even compared to other metallic dragons, the orichalcum dragon remains the subject of legends. Most believe them to be merely tall tales or misidentified bronze or gold dragons.

Section 15: Copyright Notice

Warlock Grimoire 4. ©2023 Open Design LLC. Authors: Lou Anders, Wolfgang Baur, HH Carlan, Robert Fairbanks, Basheer Ghouse, Richard Green, Tim Hitchcock, Jeremy Hochhalter, Victoria Jaczko, Rajan Khanna, Sarah Madsen, Ben McFarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Adam W. Roy, Paul Scofield, Amber Stewart, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page