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Edmund, The lethargic wyrm in Dungeons & Dragons 5e

Edmund, The lethargic wyrm

Huge Adult Red Dragon , Neutral

Armor Class 19
Hit Points 19d12+133
Speed 40ft Fly: 40ft Climb: 40ft

STR
28 +9
DEX
10 0
CON
25 +7
INT
16 +3
WIS
13 +1
CHA
21 +5

Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Skills Perception +13, Stealth +6
Damage Immunities Fire
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 23
Languages Common, Draconic
Challenge 17


Ideals

I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.

Bonds

No one else is going to have to endure the hardships I've been through.

Flaws

I would kill to acquire a noble title.



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 10 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d6)fire damage. Claw Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage. Tail Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 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. Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.


 

Legendary Actions

Adult Red 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. Adult Red Dragon regains spent legendary actions at the start of their 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 10 ft. 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.

The Wyrm and his keep.

The wyrm's small keep is almost quite literally falling apart at the sens. The only entrance from the front leads directly into the small courtroom. Where roughly 96% of the time, the wyrm lays in the center of the room. Sometimes sleeping, sometimes awake and contemplating life. 1d6 , If odd he is asleep, if even, he is contemplating the mysteries of life.  

Sir Knot, The Brave


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