Chromatic Dragon Simulacrum (Adult)
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.
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.
The dragon has advantage on Wisdom (Perception) checks that rely on hearing or sight.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon has advantage on saving throws against spells and other magical effects.
The dragon doesn’t require air, food, drink, or sleep.
Actions
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
Chromatic Dragon Simulacrum (Adult)
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.
Duplication and Templates
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