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## Will-o'-Dragon When the process of becoming a dracolich fails, one of the many dangerous possibilities is that of the soul becoming untethered from the object intended as the dragon's phylactery. With no body or mind to return to, the soul drifts the world, slowly losing pieces of its memories until it can summon the willpower to once again take shape. These draconic will-o'-wisps might have some semblance of their identity, but many are but shades of their former glory.
In their anguish, they lash out at any who approach, still thinking of themselves as mighty creatures to be feared, but they lack the weapons of their corporeal bodies. However, they are still made of the same raw aether that other ghosts and wraiths are composed of, and contact with one could still prove very deadly to mortals. If one of these lost souls are found, returning them to their bodies or memories might be very rewarding to any that would risk such a venture. ___ ___ > ## Will-o'-Dragon >*Gargantuan undead, chaotic evil* > ___ > - **Armor Class** 19 > - **Hit Points** 310 (20d20 + 100) > - **Speed** 0 ft., fly 80 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|29 (+9)|21 (+5)|11 (+0)|19 (+4)|21 (+5)| >___ > - **Saving Throws** Con +11, Wis +10, Cha +11 > - **Skills** Perception +10, Stealth +15 > - **Damage Resistances** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** lightning, poison > - **Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious > - **Senses** darkvision 120 ft., passive Perception 20 > - **Languages** The languages it knew in life > - **Challenge** 17 (18,000 XP) > ___ >***Consume Life.*** As a bonus action, the dragon can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 19 Constitution saving throw against this magic or die. If the target dies, the dragon regains 55 (10d10) hit points. > >***Ephemeral.*** The dragon can't wear or carry anything. > >***Incorporeal Movement.*** The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > >***Invisibility.*** The dragon can use a bonus action to make itself and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). > >***Variable Illumination.*** The dragon sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The dragon can alter the radius as a bonus action. > > ### 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 Spell Attack:* +10 to hit, reach 15 ft., one target. *Hit:* 11 (2d10) lightning damage plus 11 (2d10) necrotic damage. > >***Claw.*** *Melee Spell Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 7 (2d6) lightning damage plus 7 (2d6) necrotic damage. > >***Tail.*** *Melee Spell Attack:* +10 to hit, reach 20 ft., one target. *Hit:* 9 (2d8) lightning damage plus 9 (2d8) necrotic 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 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. > >### 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. > >**Attack.** The dragon makes one claw attack or one tail attack. > >**Tail Attack.** The dragon makes a tail attack. > >**Shocking Burst (Costs 2 Actions).** The dragon releases a burst of electrical energy. Each creature within 30 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) lightning damage and become stunned until the end of the dragon's next turn. The dragon can then fly up to half its flying speed.