![]() The possession lasts until the body drops to 0 hit points, the ghost dragon ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. It otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The ghost dragon can’t be targeted by any attack, spell, or other effect except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. The ghost dragon now controls the body but doesn’t deprive the target of awareness. The ghost dragon then disappears, and the target is incapacitated and loses control of its body. One dragon that the ghost dragon can see within 10 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the ghost dragon. ![]() The following changes allow GMs to alter a ghost dragon without modifying its challenge rating. The ghost dragon doesn’t require air, food, drink, or sleep. This tends to enrage the ghost dragon even more. The ghost dragon may call upon the powers of its lair for a short time after its mortal death, but soon its lair powers (and its actions) fade. They may be able to roam within a mile or two of those places, but their unfinished business generally involves a notable event in their lairs: death at the hands of sneaky adventurers, betrayal by their followers, machinations of a rival dragon, etc. Most ghost dragons are bound to the areas where they once laired. Dragons whose wrathful natures are more intense than others are most likely to become ghost dragons. If the circumstances of the dragon’s demise are troubling or violent enough, the soul may be denied an afterlife, leaving the ghost dragon’s spirit to haunt the Material Plane until it finds peace. Dragons of any size, color, or magical ability can become ghost dragons. A ghost dragon’s creation does not differ greatly from the creation of a human ghost. A wavering draconic form fades into sight, its hissing anger leaking out through translucent teeth. In the empty dragon’s lair with no trace of treasure or beast, a cold breeze from nowhere wafts through the chamber. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, it takes half the damage and isn’t frightened. On a failure, a creature takes 44 (8d10) psychic damage and is frightened for 1 minute. Each living creature in that area must make a DC 16 Wisdom saving throw. The ghost dragon exhales a blast of icy terror in a 30-foot cone. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. The ghost dragon enters the Ethereal Plane from the Material Plane, or vice versa. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. The ghost dragon makes one claw attack and one withering bite attack. It takes 5 (1d10) force damage if it ends its turn inside an object. The ghost dragon can move through other creatures and objects as if they were difficult terrain. The ghost dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Senses darkvision 120 ft., passive Perception 17 Damage Resistances acid, fire, lightning, thunder bludgeoning, piercing, and slashing from nonmagical attacksĬondition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained ![]()
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