Runewrought Dragon, Huge

Family: Dragons

Huge construct, unaligned

Armor Class 19 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 23 (+6) 8 (-1) 14 (+2) 8 (-1)

Saving Throws Con +11, Wis +7, Cha +4
Skills Perception +12, Stealth +5
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 22
Languages the languages known by its creator
Challenge 14 (11,500 XP)
Proficiency Bonus +5

SPECIAL TRAITS

  • Immutable Form. The dragon is immune to any spell or effect that would alter its form.
  • Rechargeable Resistance (Recharge 2 6). If the dragon fails a saving throw, it can choose to succeed instead.
  • Vulnerable Wings. Before making an attack roll against the dragon, a creature can choose to take a ?5 penalty to the attack roll to target its wings. The first time the dragon takes 20 or more damage from an attack to its wings, its flying speed is halved and it has disadvantage on Wing Spur attack rolls. The second time, it can no longer make Wing Spur attacks.

ACTIONS

  • Multiattack. The dragon makes two Claw attacks and one Horn attack.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage.
  • Horn. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage and the target must succeed on a DC 20 Strength saving throw or be hurled up to 60 feet horizontally in a direction of the dragon’s choice and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.
  • Breath Weapons (Recharge 5 6). The dragon uses one of the following breath weapons: Cerulean Breath. The dragon exhales a blast of icy energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw. On a failed save, the creature takes 44 (8d10) cold damage, and is encased in a block of ice that melts away at the start of the dragon’s next turn. While encased in ice, the creature’s speed is 0 and it is incapacitated. On a successful save, the creature takes half as much damage with no additional effects.
  • Shock Breath. The dragon exhales a wave of crackling lightning in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 54 (12d8) lightning damage and is staggered until the end of the dragon’s next turn. While staggered, the creature can’t take reactions, and it must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. On a successful save, the creature takes half as much damage with no additional effects.

BONUS ACTIONS

  • Runic Magic. The dragon activates the runes engraved on it to gain one of the following benefits that lasts until it uses this action again:
    • The dragon gains resistance to two types of damage.
    • The dragon gains a +2 bonus to AC and Dexterity saving throws.
    • The dragon’s attacks deal an additional 4 (1d8) force damage on a hit.
    • The dragon has advantage on saving throws against spells and other magical effects.
    • Any creature that targets the dragon with an attack or a harmful spell must first make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.
  • Wing Spur. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) piercing damage. If the target is a prone creature, it is grappled (escape DC 17) and restrained until the grapple ends. The grapple ends if the dragon moves or attacks another creature with its Wing Spur.

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.

  • Claw.The dragon makes one Claw attack.
  • Runic Magic.The dragon uses Runic Magic.
  • Radiant Step (Costs 2 Actions). The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Each creature within 10 feet of the dragon when it appears must succeed on a DC 19 Constitution saving throw or take 18 (4d8) radiant damage and be blinded until the end of the dragon’s next turn.

ABOUT

Clad in a crystalline carapace and thick plates made of adamantine, mithral, and copper etched with numerous runes, a runewrought dragon is perhaps the pinnacle of runewrought constructs. While a runewrought dragon can speak and has a much more complex intelligence that an ordinary construct, it is crafted for the sole purpose of combat.

Powered by a complex magical rune known as an azureheart runestone, it can even mimic a dragon’s breath weapon and is almost as resistant to spells and other magical effects as a living dragon.

Despite its prowess, however, a runewrought dragon is, after all, still a constructed creature. It acts as its master wills it and while its armor may be as impenetrable as that of a true dragon, its rubber-like wing flaps are an exploitable weakness in the design as they can be torn to pieces, hampering the dragon’s ability to fly or attack with its wing spurs.

Section 15: Copyright Notice

Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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