Glyster
Waterdeep: Dungeon of the Mad Mage p. 241
- Tamaño
- Enorme
- Tipo
- dragon
- Alineamiento
- legal bueno
- CA
- 19 (natural armor)
- Puntos de golpe
- 212 (17d12+102)
- Velocidad
- walk 40 ft., fly 80 ft., swim 40 ft.
- Salvaciones
- Dex +5, Con +11, Wis +7, Cha +9
- Habilidades
- Insight +7, Perception +12, Stealth +5
- Inmunidades
- lightning
- Sentidos
- blindsight 60 ft., darkvision 120 ft.
- Percepción pasiva
- 22
- Idiomas
- Common, Draconic
- Desafío
- 15
- Entorno
- coastal
Rasgos
Amphibious
Glyster can breathe air and water.
Legendary Resistance (3/Day)
If Glyster fails a saving throw, it can choose to succeed instead.
recharge
3/DAY
Acciones
Multiattack
Glyster can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence
Each creature of Glyster's choice that is within 120 feet of Glyster and aware of it must succeed on a DC 17 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 Glyster's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6)
Glyster uses one of the following breath weapons.
- Lightning Breath. Glyster exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
- Repulsion Breath. Glyster exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from Glyster.
recharge
D5
Change Shape
Glyster 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 (Glyster's choice).
In a new form, Glyster 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.
Acciones legendarias
Legendary Actions (3/Turn)
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
recharge
3/TURN
Detect
Glyster makes a Wisdom (Perception) check.
Tail Attack
Glyster makes a tail attack.
Wing Attack (Costs 2 Actions)
Glyster beats its wings. Each creature within 10 feet of Glyster must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Glyster can then fly up to half its flying speed.
Lair Actions Categoría: lair
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
Regional Effects Categoría: lair
The region containing a legendary bronze dragon's lair is warped by the dragon's magic.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.
- Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.