Illustration Anson Maddocks

Chromatic Dragon Simulacrum (Adult)

mmmmatt
Challenge 13
(10,000 XP)
Robinloft Estimated CR 13
Huge construct (construct, dragon, dragon simulacrum), unaligned
Armor Class 17 (natural armor)
Hit Points 207 (18d12+90)
Speed 40 ft., fly 70 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws Str +10, Con +10, Wis +8
Skills Perception +8
Damage Resistances bludgeoning, piercing, slashing, lightning
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 18
Languages understands Julian and Draconic but can't speak
Environments arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark, underwater, urban
Foreboding 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 12 Wisdom saving throw or become frightened for 30 seconds. 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 Foreboding Presence for the next 24 hours.

Heart of Glass.

Once per turn, a creature that attacks the dragon can target its glass heart. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 10(2d20) damage to the dragon, and the dragon can respond by using its Multiattack with its reaction.

Keen Hearing and Sight.

The dragon has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Legendary Resistance (2/ Day).

If the dragon fails a saving throw, it can choose to succeed instead.

Magic Resistance.

The dragon has advantage on saving throws against spells and other magical effects.

Mechanical Nature.

The dragon doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The Dragon makes two attacks with its claws
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail Spear. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Breath Weapon (Recharge 5–6).

The dragon exhales a blast of elemental energy one of the following types, in a 60-foot cone: cold, fire, acid, or lightning. Each creature in that area must make a DC 17 Constitution saving throw, taking 36 (8d8) damage of the chosen type on a failed save, or half as much damage on a successful one.

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.
Tail Attack. The Dragon Makes a Tail Attack
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Chromatic Dragon Simulacrum (Adult)

The sound of gyros whirling, cogs clicking, and lenses adjusting to find its next challenger. Before you stands a mass of sharp metal, it imitates serpent like movements. As its glistening wings open you notice light breaching out from under its breast and sides. It looks at you, studying, anticipating, calculating.

A pale imitation of the real thing. Meant to test the mettle of adventurers before they encounter the true power of a chromatic dragon. These were once used as training exercises in times long past, they have since fallen into disrepair and are prone to malfunction.

Intelligence check (DC 15): The character notices the glass heart as a potential weak spot, giving them and those that they inform the ability to strike at it.

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