Although wingless, this dragon twists gracefully though the sky, its scales reflecting the shifting hues of the heavens.
Wyrm Sky Dragons are a variant of Adult Sky Dragons.
Environment: Temperate mountains, warm mountains
Organization: 1
Proficiency Score: +20
Titan; Integrity/Community; aerial, animal, mystical, reptile
Armor Class: 36 (+0 Dex, +12 Natural, -6 Size, +20 Proficiency Score)
Hit Points: 400 (25d10+150)
Speed: 40 feet, Fly 250 feet
Initiative: +0 (advantage)
STR | DEX | CON | INT | WIS | CHA |
22 (+6) | 10 (+0) | 23 (+6) | 16 (+3) | 17 (+3) | 16 (+3) |
Saves:
- Fortitude +26
- Reflex +20
- Will +23
Skills:
- Acrobatics +20
- Arcana +23
- Diplomacy +23
- Insight +23
- Medicine +23
- Nature +23
- Perception +23 (advantage)
- Perform (sing) +23
- Religion +23
Immunities:
- Effects with the electricity tag
- Sleep
- Paralysis condition
Resistances:
- 20 against physical damage except those with the magical tag
- 40 against effects with the magical or supernatural tags
Senses: Passive Perception 38, dark vision 120 feet, blindsense 60 feet
Languages: Auran, Celestial, Common, Draconic, Infernal, Sylvan
Frightful Presence (100-foot aura). All enemies within 100 feet must make a DC 33 Will save or gain the Frightened 1d4-1 (minimum of 1) condition. This lasts for 4d4 rounds and only starts to decrease after this time. If the enemy critically fails the save, they gain the Fleeing condition for 1d4-1 (minimum of 1) rounds and then become Frightened as per a fail. An enemy who successfully saves is Bolstered against the Sky Dragon’s Frightful Presence. A Sky Dragon can dampen this ability as a free action and activate it again as another free action. This is a supernatural ability with the fear and psychic tags.
Legendary Actions (2). A Wyrm Sky Dragon can use two extra actions per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.
Primal Lightning. A Wyrm Sky Dragon’s affinity for lightning makes it more potent. Against a Wyrm Sky Dragon, enemies with immunity to electricity take half electricity damage and enemies with resistances to electricity reduce the damage by only half the resistance.
Spells.
Spell Attack +23, Spell DC 33
At Will:
- Chain Lightning
- Control Winds
- Daze
- Detect Alignment
- Detect Magic
- Disrupt Undead
- Feather Fall
- Gust of Wind
- Mage Hand
- Mending
- Message
- Ray of Frost
1st Level (8 Slots):
2nd Level (8 Slots):
- Glitterdust
- Invisibility
- Obscuring Mist
- Resist Energy
- Sound Burst (increase range to 100 feet)
3rd Level (8 Slots):
4th Level (8 Slots):
5th Level (7 Slots):
6th Level (6 Slots):
7th Level (5 Slots):
8th Level (3 Slots):
Actions
Bite. Melee Strike +26/+21/+16 (fatal d10, reach 25 feet, unarmed, versatile bludgeoning) with 4d8+5 piercing damage and 3d8 electricity damage.
Breath Weapon (5 or 6, 60-foot cone). Ranged Strike DC 33 Reflex save with 18d6 electricity damage; halved on a success. Creatures with a Fly Speed must make a DC 33 Fortitude save or have their Fly Speed reduced to 0 feet for 1d4 rounds.
Change Shape. As a Double Action, a Sky Dragon can assume a small or medium humanoid form three times per 24 hours as if using Shape Change.
Claw. Melee Strike +26/+21/+16 (reach 20 feet, unarmed) with 7d8+5 slashing damage.
Crush. As a Double Action while flying, a Sky Dragon can move up to twice its speed and land on top of one or more creatures on the ground, using its whole body to crush. All creatures in the Sky Dragon’s landing space must make a DC 33 Reflex save or take 6d8+25 bludgeoning damage and be inflicted with the Prone and Immobile conditions. This is only effective against creatures two or more sizes smaller than a Sky Dragon. On following rounds, the Sky Dragon can remain in the same place and spend an action to maintain the Immobile condition. Doing so causes any creatures still pinned underneath to take 3d8+10 damage. A creature pinned this way can attempt a DC 33 Athletics check to get out from underneath the Sky Dragon and remove the Immobile condition.
Gore. Melee Strike +26/+21/+16 (deadly d8, reach 15 feet, unarmed) with 8d8+5 piercing damage.
Tail. Melee Strike +26/+21/+16 (reach 25 feet, unarmed) with 6d8+5 bludgeoning damage.
Equipment
- Incidental