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Homebrew

Kallistiik Dominated Brass Dragon CR: 21

Medium to Large mech dominated, dragon, chaotic neutral
Armor Class: 20
Hit Points: 380
Speed: 40 ft , fly: 80 ft , burrow: 40 ft , can hover

STR

27 +8

DEX

10 +0

CON

25 +7

INT

16 +3

WIS

15 +2

CHA

19 +4

Saving Throws: DEX +6, CON +13, WIS +8, CHA +10
Skills: History +9, Perception +14, Persuasion +10, Stealth +6
Damage Immunities: Fire
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages: Elvish, Draconic
Challenge Rating: 21 ( 10,000 XP)
Proficiency Bonus: +4

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.   Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. 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 dragon's Frightful Presence for the next 24 hours.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons:   Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.   Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.   Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).   In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.   Gatling Guns: (Takes 2 Turns) The mounted Gatling Guns on the dragon are fired releasing a 90-foot cone of bullets. Each Creature in the area must succeed a DC 18 Dexterity Saving Throw or take 12d10 Piercing damage

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.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

Lair Actions   On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:   A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

A Kallistiik Dominated Brass Dragon’s lair is found within the holding cells of the kalistiik regime

A Brass Dragon who has been captured to be used as a weapon by the Kalistiik Regime.

Suggested Environments

Upper realm


Created by

judgedevon.

Statblock Type

Monster

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