About Lacertus
Lacertus is the strongest of the 3 dragons, with dark Sapphire scales with a fade to amethyst. He is also blinded due to growth, but he can still sense one's presence. His stats focuses mostly on Strength and Constitution. He lives in the mountain ranges of Soviet Reich, in a frozen caldera 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 Strength and Constitution and allows the creature to also be proficient in 2 skills that associates with the stats given
Manus Salus
Gargantuan creature
Chaotic evil
Str: 29 +9
Dex: 18 +4
Con: 28 +9
Int: 17 +3
Wis: 22 +6
Cha: 20 +5
AC: 29
HP: 1485
Speed: 40 ft, fly 60 ft, swim 40 ft
-----------------------------
Human form:
Same stats in everything
What changed
Damage Vulnerabilities: necrotic damage, acid damage
Condition Immunities: paralyzed, stunned, frightened, unconscious
Loses wing attack and spider climb
Able to summon a Glaive; +17 to hit, 10ft range, 4d10+5 slashing + 8d8 cold + 3d10 Force
Damage Vulnerabilities:
Damage Resistances: fire, lighting, force, slashing, bludgeoning
Damage Immunities: cold, non-magical
Condition Immunities: grappled, exhausted, paralyzed, stunned, frightened, unconscious
Saving throws: Str: +17, Con: +17
Skills: Athletics: +17, Perception: +14
Senses: blindsight 80ft, passive Perception
Languages: Common, Draconic, telepathy 120 ft
Lair action:
Spatial Projection: The dragon/huamn chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon's spaces at the same time, the dragon is affected only once.
Sudden Sinkhole: The dragon/human chooses a point on the ground that it can see within 120 feet of it. A 10-foot-radius, 80-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 25 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 8d6 bludgeoning damage and landing prone. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.
Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead
Amphibious: The dragon/human can breathe both air and water
Spider Climb: The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Ice Walk: The dragon/human can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Actions:
Multiattack: 4 attacks; 1 bite, 2 claws, 1 tail
Bite: +18 to hit, reach 15 ft, Magical 10d10 + 18 piercing damage plus 4d8 force damage
Claw: +18 to hit, reach 10 ft, Magical 7d8 + 18 slashing damage
Tail: +18 to hit, reach 20 ft, Magical 14d12 + 18 bludgeoning damage
Cold Breath (Recharge 5–6): The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 25d12 cold 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.
Icy mist: The dragon/human teleports to an unoccupied space it can see within 60 feet of it. Immediately after disappearing, each creature within 10 feet of the space you left must make a Constitution saving throw, taking 8d10 cold 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/Glaive: The dragon/human makes one claw attack or Glaive attack
Freezing Mist (Costs 2 Actions): The dragon/human use creates a 20ft radius fog that deal 8d8 cold damage per turn
Wing Attack (Costs 3 Actions): The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 28 Dexterity saving throw or take 12d10 + 14 bludgeoning damage and take 6d8 cold damage and be knocked prone. The dragon can then fly up to half its flying speed.