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Homebrew

Danyphoros CR: 26

Huge dragon (loong dragon), neutral good
Armor Class: 22 (natural armor)
Hit Points: 615 (30d20+300)
Speed: 40 ft , fly: 80 ft , swim: 160 ft

STR

27 +8

DEX

20 +5

CON

30 +10

INT

30 +10

WIS

27 +8

CHA

28 +9

Saving Throws: DEX +13, INT +18, WIS +16, CHA +17
Skills: Acrobatics +13, Arcana +18, Nature +18, Perception +16, Persuasion +17
Damage Vulnerabilities: Acid
Damage Resistances: Bludgeoning, Piercing, Slashing from Nonmagical Attacks
Damage Immunities: Force, Psychic
Condition Immunities: Charmed, Frightened
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages: Common, Draconic
Challenge Rating: 26 ( 90,000 XP)
Proficiency Bonus: 8

Amphibious. Danyphoros can breathe air and water.   Bloody Weapons. While Danyphoros is bloodied, the ice weapons he is carrying and any ice weapons he will create becomes infused with his own shed blood. Ice weapons infused in his blood gain a +3 bonus to attack and damage rolls and can only have their magic dispelled or suppressed by a spell of 9th level.   Lair Rejuvenation. If Danyphoros dies while his lair is intact and he has not died of old age, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within the heart of his lair.   Legendary Resistance (3/Day). If Danyphoros fails a saving throw, he can choose to succeed instead.   Magic Resistance. Danyphoros has advantage on saving throws against spells and other magical effects.   Spellcasting. Danyphoros is an 18th-level spellcaster. Danyphoros's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared:   1st level (4 slots): Create or Destroy Water, Ice Knife   2nd level (3 slots): Cold Snap   3rd level (3 slots): Sleet Storm   4th level (3 slots): Control Water   5th level (3 slots): Hold Monster (creates watery confines, the save is Strength instead of Wisdom)   6th level (1 slots): Wall of Ice   7th level (1 slots): Whirlwind (creates a water waterspout)   8th level (1 slots): Control Weather   9th level (1 slots): Blade of Disaster (an icy blade dealing magical slashing damage instead of force)

Actions

Multiattack. Danyphoros can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws or three ice weapon attacks if he has any created.   Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.   Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.   Ice Weapon. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: the melee weapon's damage roll + 8.   Frightful Presence. Each creature of Danyphoros's choice that is within 120 feet of him and aware of him must succeed on a DC 26 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 Danyphoros's Frightful Presence for the next 24 hours.   Breath Weapons (Recharge 5–6). Danyphoros uses one of the following breath weapons.   Jet Breath. Danyphoros exhales a cutting jet of water in a 120-foot line. Each creature in the line must make a DC 25 Dexterity saving throw, taking 125 (50d4) magical peircing damage on a failed save, or half as much damage on a successful one.   Slow Breath. Danyphoros exhales a deep calming breath in a 60-foot cone. Each creature in that area must succeed on a DC 25 Charisma saving throw or suffer effects similar to the Slow spell 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.   Change Shape. Danyphoros magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Danyphoros's choice).   In a new form, Danyphoros retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as his action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Bonus Actions

Create Ice Weapon. Danyphoros summons and shapes a huge sized mass of ice to a weapon of his choice. The ice assumes the form and gains the properties of any simple melee weapon except the weapon’s damage dice on damage rolls are increased by 5 extra die and its weight is multiplied by 100. The ice weapon is also considered magical. If the ice weapon’s magic is dispelled or suppressed in any way the weapon is destroyed, reverting back to water.

Legendary Actions

Danyphoros 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. Danyphoros regains spent legendary actions at the start of his turn.   Detect. Danyphoros makes a Wisdom (Perception) check.   Tail Attack. Danyphoros makes a tail attack.   Spell Cast (Actions Cost Equal to Spell Level). Danyphoros casts a spell of level 3 or lower.

Lair Actions

On initiative count 20 (losing initiative ties), Danyphoros takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Draconic Sanctum. Danyphoros and any creature of his choice he can see gains the benefits of a Santuary spell (save DC 20) while within Danyphoros's lair.
  • Draconic Storm. Danyphoros causes every space of his choice he can see within his lair to become under effects similar to a 6th level Ice Storm (save DC 20).

Danyphoros's Lair   Danyphoros likes to create his lair in mountainous regions within a dozen miles of any focal point of a world's trading routes. He often leaves his lair to go teach others his findings and after centuaries of serving as mentor to the inhabitants and travelers of that world, he will move to a different world to start again, creating a new lair as well.

Regional Effects

The surrounding region of Danyphoros's lair is affected in one or more of the following ways:

  • The land within 1 mile of Danyphoros's lair grows vivid with flowers causing fields of striking blooms in all different hues, forest floors to be dotted in treasures of color, etc. A unique thornless emmerald green rose grows in the affected area becoming more densely populated the closer one gets to Danyphoros's lair.
  • Another dragon's regional effects may take hold here as well as Danyphoros often allows and even encourages other dragons to take refuge near his region. Danyphoros will only show territorialism to those he finds dispicable of morals or those whose regional effects are harmful to the land and surrounding creatures.
When Danyphoros is encountered in his lair his challenge rating is 27 (105,000 XP).

Usual Tactics

Danyphoros often abstains violence believing it is the route one resorts to in failing to find another way. When faced with any opponents attempting to stand a threat to him or to someone else, Danyphoros will often try to communicate with and understand the motivations of the opponent in hopes of coming to amicable terms with them. If his opponents are more agressive he will however use spells and actions such as his slow breath to disarm or subdue the opponent without harm. In the incredibly rare circumstance Danyphoros finds it clear the opponent is an enemy who cannot be subdued harmlessly however, he will often use a three phase battle tactic:

  • He will first attempt control of the battlefield using his spells to obscure the enemy's vision, limit their movement, and wall them off. He will also be creating his dragon sized weapons of ice and make any other necessary preparations. In this phase he favors the use of his slow breath over his jet breath.
  • He will then engage his enemies with his ice weapons or his natural weapons if his ice weapons are destroyed, preferring to attack from afar using thrown weapons and his jet breath against his enemies as often as he can when multiple targets line up. If he can judge his enemy's health well enough he will usually attempt to finish them with a melee weapon attack to incapacitate them non-lethally.
  • Finally he will empower his weapons with his own blood once his body is halfway destroyed. Once he gets to this phase he will warn his enemies that if they engage any further in combat he will no longer hold back from using lethal force.

Danyphoros is a loong dragon possessing the distinct traits of his kind including potent elemental prowess in water magic and his true form being that of a wingless dragon.

Suggested Environments

Danyphoros takes an affinity to lush and humid mountainous terrain.


Created by

G1zz@rd.

Statblock Type

Monster

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