Fugio Celero
A young looking man that has lived in the mountain tops for years. He used to have friends until they met their unfortunate demise to Celeritas. He was barely able to escape with their bodies to give them a proper burial. He loves his pet cat named Dolus that he found during his journey
About Celeritas
Celeritas is the smaller and fastest of the 3 dragons, with Emerald green scales with a fade to gold. His stats focuses mostly on Dexterity and Charisma. He lives in the thunder peaks, on top of a tower that is his hoard. It is believed that he holds half the map that leads to Prudentia.
He dies, a gemstone will float out of his body that will randomly imbue itself to the nearest creature granting it +4 to Dexterity and Charisma and allows the creature to also be proficient in 2 skills that associates with the stats given
Huge creature
Chaotic evil
Str: 20 +5
Dex: 27 +8
Con: 22 +6
Int: 18 +4
Wis: 12 +1
Cha: 27 +8
AC: 21
HP: 470
Speed: 60 ft., burrow 30 ft., fly 80 ft
CR: 20
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Human form:
Same stats in everything
What changed
Damage Vulnerabilities: necrotic damage, acid damage
Condition Immunities: paralyzed, stunned, frightened, unconscious
Loses Tunneler and Emerald embers
Able to summon Lucendi Halberd; +12 to hit, 10ft range, 2d10+5 slashing damage plus 4d6 lighting damage
Damage Vulnerabilities: Force
Damage Resistances: Fire, Cold, Psychic
Damage Immunities: Lighting, Non-magical attacks
Condition Immunities: grappled, exhausted, paralyzed, stunned, frightened, unconscious
Saving throws: Dex: +15, Cha: +15
Skills: Stealth: +15, Deception: +15, Persuasion: +15
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages: Common, Draconic, telepathy 120 ft
Lair action:
Vanish: The dragon becomes invisible until initiative count 20 on the next round.
Illusion charm: The dragon can induce an illusion upon a creature, that creature must make a DC 15 wisdom saving throw or be charmed till the creature's next turn
Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead
Tunneler: The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.
Actions:
Multiattack: The dragon makes one Bite attack or Tail attack and two Claw attacks
Bite: +13 to hit, reach 15ft, 2d10 + 7 piercing damage plus 2d6 lighting damage
Claw: +13 to hit, reach 5ft, 2d6 + 8 slashing damage
Tail: +13 to hit, reach 20ft, 2d8 + 8 bludgeoning damage
Lightning Breath (Recharge 5–6): The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one.
Bonus actions:
Change Shape: The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Thunder Step: The dragon/human teleports to an unoccupied space it can see within 60 feet of it. Immediately after disappearing, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 2d8 thunder damage on a failed save, or half as much damage on a successful one.
Legendary action: 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.
Claw/Halberd: The dragon/human makes one claw attack/ Halberd attack
Lightics (Costs 2 Actions): The dragon/human uses Thunder Step
Emerald Embers (Costs 3 Actions): The dragon creates a dancing mote of green lighting around a creature it can see within 60 feet of it. The target must succeed on a DC 19 Dexterity saving throw or take 8d10 lighting damage.
AOT: Attack, Fairy Tale: Fire God Slayer Magic
Gargantuan Dragon (Titan), Chaotic Neutral
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 50 ft., fly 80 ft.
STR 29 (+9) | DEX 14 (+2) | CON 25 (+7) | INT 14 (+2) | WIS 13 (+1) | CHA 21 (+5)
Saving Throws Dex +9, Con +14, Wis +8, Cha +12
Skills Athletics +16, Perception +8, Intimidation +12
Damage Resistances Cold, Psychic
Damage Immunities Fire, Lighting, Non-magical attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Regeneration. The Attack Dragon Titan regains 20 hit points at the start of its turn if it has at least 1 hit point.
Same attacks as the dragon, just add 2 more dice and +3
Fire God's Explosive Flames: Exhales a burst of explosive fire in a 30-foot radius centered on a point within 90 feet. Each creature in that area must make a DC 22 Dexterity saving throw, taking 12d12 fire damage on a failed save, or half as much damage on a successful one
Fire God's Kagutsuchi: Summons a massive sphere of fire and hurls it at a point within 120 feet. Each creature in a 40-foot-radius sphere centered on that point must make a DC 22 Dexterity saving throw, taking 14d12 fire damage on a failed save, or half as much damage on a successful one. The fire then spreads around corners and ignites flammable objects in the area that aren't being worn or carried.
Fire God's Bellow: Unleashes a cone of roaring flame in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 12d12 fire damage on a failed save, or half as much damage on a successful one.
Fire God's Scythe: Forms a blade of fire and sweeps it in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 8d12 fire damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are pushed back 10 feet and knocked prone.
Fire God's Supper: Forms jaws out of flames to capture a target. Make a DC 24 DEX save or be trapped in the jaws, taking 8d20 fire damage per turn you are in there
Dragon God's Brilliant Flame: Conjures a radiant flame that strikes a in a 60ft radius 200ft away. The target must make a DC 22 Dexterity saving throw, taking 16d20 fire damage on a failed save, or half as much damage on a successful one. Additionally, the target is blinded until the end of its next turn on a failed save and is sent flying 120ft in a random direction. Once per long rest