Scalecaller Companions

Scalecaller Companions

Dragon

Syrik Bestiary

Dragon Companion

Small dragon (true dragon), any
Armor Class: 14+PB (Natural)
Hit Points: 19 (2d12+6)
Speed: 45 ft

STR

15 +2

DEX

14 +2

CON

15 +2

INT

8 -1

WIS

12 +1

CHA

14 +2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics (Strength modifier plus PB), Perception (Wisdom modifier plus PB).
Damage Vulnerabilities: See Dragon Type
Damage Immunities: See Dragon Type
Senses: Darkvision 60 ft.
Languages: Understands, but cannot speak; Common, Draconic, and one language of the Ranger's choice.

  • Draconic Heritage: The dragon companion gains certain advantages and weaknesses based upon its dragon type; the exact effects are given under the Dragon Type table.
  • Glide: The dragon companion has a pair of wings, that while it is too young to allow flight, allows it the ability to glide at a speed of 60 feet vertically, and 30 feet laterally or 30 feet vertically and 60 feet laterally each round. This ability functions only as long as the dragon is conscious and is in free fall.

Actions

  • Bite: melee martial attack (Atk = Str + PB, reach 5 ft., one target, 1d4 + PB + (Str x2) Piercing + 1d4 [dragon element])
  • Claws: melee martial attack (Atk = Str + PB, reach 5 ft., one target, 1d4 + PB + (Str x1.5) Piercing)
  • Breath Weapon: The dragon companion gains a breath weapon that it can as an action. This ability can be used once per short rest. The effects of the breath weapon are given below under the Dragon Type table. Regardless of its effects the saving throw DC for this ability is equal to 8 + Proficiency + the dragon's Constitution modifier.

Dragon Type Table

Type Breath Weapon Dragon Element Damage Temperament Specials
Black Poisonous Cone Poison Poison Immunity Water Breathing, Swim speed 40 ft.
Blue Lightning Line Lightning Lightning Immunity Desert Thirst, Burrow speed 20 ft.
Green Acid Line Acid Acid Immunity Water Breathing, Swim speed 40 ft.
Red Fire Cone Fire Fire Immunity, Cold Vulnerability Powerful Bite, Tough
White Cold Cone Cold Cold Immunity, Fire Vulnerability Icewalking, Burrow speed 15 ft., Swim speed 30 ft.
Brass Fire Line Fire Fire Immunity, Cold Vulnerability Sleep Breath, Burrow speed 20 ft.
Bronze Lightning Line Lightning Lightning Immunity Water Breathing, Repulsion Breath, Swim speed 30 ft.
Copper Acid Line Acid Acid Immunity Spider Climb, Slowing Breath
Gold Fire Cone Fire Fire Immunity, Cold Vulnerability Powerful Bite, Weakening Breath
Silver Cold Cone Cold Cold Immunity, Fire Vulnerability Change Shape, Stunning Breath
Brine Acid Line Acid Acid Immunity Water Breathing, Swim speed 40 ft.
Cloud Thunder Cone Thunder Thunder Immunity Misty Vision, Swim speed 40 ft.
Crystal Radiant Line Radiant Radiant Immunity Flaring Breath, Burrow speed 15 ft., Climb speed 30 ft.
Magma Fire Cone Fire Fire Immunity Magma Born, Tunneler, Burrow speed 20 ft.
Umbral Necrotic Line Necrotic Necrotic Immunity Fell Breath, Shadow Stealth

Breath Weapons

Acid Line

The dragon exhales acid in a 5-foot wide, 30­foot long line. Each creature in that line must make a Dexterity saving throw, taking 6d4 acid damage on a failed save, or half as much damage on a successful one.

Cold Cone

The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 6d4 cold damage on a failed save, or half as much damage on a successful one.

Fire Cone

The dragon exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.

Fire Line

The dragon exhales fire in a 5-foot wide, 30­foot long line. Each creature in that line must make a Dexterity saving throw, taking 6d4 fire damage on a failed save, or half as much damage on a successful one.

Lightning Line

The dragon exhales lightning in a 5-foot wide, 30­foot long line. Each creature in that line must make a Dexterity saving throw, taking 2d12 lightning damage on a failed save, or half as much damage on a successful one.

Necrotic Line

The dragon exhales creeping shadows in a 5-foot wide, 30­foot long line. Each creature in that line must make a Charisma saving throw, taking 2d12 necrotic damage on a failed save, or half as much damage on a successful one.

Poisonous Cone

The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 4d6 poison damage on a failed save, or half as much damage on a successful one.

Radiant Line

The dragon exhales radiant light in a 5-foot wide, 30­foot long line. Each creature in that line must make a Charisma saving throw, taking 2d12 radiant damage on a failed save, or half as much damage on a successful one.

Thunder Cone

The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d12 thunder damage on a failed save, or half as much damage on a successful one.

Specials

Change Shape

The dragon can transform into any beast CR 1/4th or lower as an action, as if using the Polymorph spell. This change in shape lasts for 1 hour, until concentration lost, or when the form reaches 0 hit points, in which case any excess damage is dealt to the dragon. This ability can be used once per long rest.

Desert Thirst

The dragon can survive for four weeks without water before it begins to suffer from dehydration; additionally, it can destroy liquid in a 10-foot radius as an action, as it saps the moisture within the area. Unattended liquids are instantly reduced to sand. While non-magical liquid in the possession of a creature is destroyed if that creature fails a Charisma saving throw DC equal to the dragon's breath weapon DC.

Fell Breath

The dragon exhales a line of shadowy fire from its maw in a 5-foot wide, 30-foot long line. Each creature in that area must make a Constitution saving throw or be blinded for 1 minute, gaining another save at the end of each of their turns. Living creatures within the area of effect must also make a Wisdom saving throw or the dragon is healed for a number of Hit Points equal to the HD of the highest HD creature that failed their save. This ability uses the dragon’s Breath Weapon uses and save DC.

Flaring Breath

The dragon emits a flash of dazzling light from its maw in a 15-foot cone. Each creature in that area must make a Constitution saving throw or be blinded for 1 minute. Undead within the area of effect must also make a Wisdom saving throw or be turned for 1 minute, regardless if the creature is turned, blinded, or both, they gain another save at the end of each of their turns. This ability uses the dragon’s Breath Weapon uses and save DC.

Icewalking

The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, so long as these surfaces are made from ice, or snow, and the dragon can move across icy surfaces without penalty or the need to make an acrobatics check to maintain their balance.

Magma Born

The dragon can see through magma with perfect clarity, it can breath magma as if it were air, and it can swim through it as if it were a liquid.

Misty Vision

The dragon can see through fog, clouds, and similar obscuring effects with perfect clarity.

Stunning Breath

The dragon exhales stunning gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw or be incapacitated until the start of their next turn. A creature that rolls a natural one on their save is instead stunned for the duration. This ability uses the dragon’s Breath Weapon uses and save DC.

Powerful Bite

The dragon deals an additional die of damage with its bite attack.

Repulsion Breath

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. This ability uses the dragon’s Breath Weapon uses and save DC.

Sleep Breath

The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. This ability uses the dragon’s Breath Weapon uses and save DC.

Shadow Stealth

While in dim light or darkness, the dragon can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.

Slowing Breath

The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, the creature can't use reactions and its speed is halved. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. This ability uses the dragon’s Breath Weapon uses and save DC.

Tough

The dragon gains an additional 2 hit points per hit dice that it possesses, and their breath weapon deals two additional dice of damage.

Tunneler

The dragon can burrow through igneous rock at half its burrowing speed and leaves a tunnel, of the same dimensions as its size category in its wake.

Water Breathing

The dragon can breathe both air and water, and can use its breath weapon, and other abilities while submerged.

Weakening Breath

The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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. This ability uses the dragon’s Breath Weapon uses and save DC.

Dragon Ancestries Improved

All Ancestries

When the scalecaller gains access to the Improved Companion feature, their dragon gains the following benefits:  
  • Its size is increased to medium, and its Intelligence and Strength score are increased by two.
  • The base damage on its bite is increased to 1d6 with an additional 1d6 [element] damage, its claw damage is increased to 1d6, and its breath weapon deals an additional 2d6, 3d4, or 1d12 depending on the base die size of the breath weapon.
  • The dragon gains a fly speed equal to one half of its base speed.
  • The dragon gains immunity to magical sleep effects.
  • The dragon gains the ability to speak.
  • The dragon gains an additional use of its breath weapon.
And your dragon companion can take one of the following abilities:

Camouflage

Your companion gains advantage on Dexterity (Stealth) checks made to hide in your favored terrains.

Keen Senses

The dragon has advantage on Wisdom (Perception) checks.

Skill Proficiency

Your companion becomes proficient in one skill of your choice.

Spiny Hide

If your companion is grappled by a hostile creature, that creature takes 1d6 points of piercing damage at the start of the grapple and at the start of the hostile creature's turn. If a hostile creature hits your companion with a melee attack while within 5 feet of it, it takes the same piercing damage.

Dragon Ancestries Greater

All Ancestries

When the scalecaller gains access to the Greater Companion feature, their dragon gains the following benefits:  
  • It’s size is increased to large, and its Intelligence and Strength score are increased by two. Its Strength and Constitution ability score caps are raised by two, for a cap of twenty-two.
  • The base damage on its bite is increased to 1d8 with an additional 1d8 [element] damage, its claw damage is increased to 1d10, and its breath weapon deals an additional 4d6, 6d4, or 2d12 depending on the base die size of the breath weapon.
  • The dragon’s fly speed improves to equal its base speed.
  • The dragon gains immunity to magical paralysis and sleep effects.
  • The dragon gains one additional language known.
  • The dragon gains Tremorsense out to 10 feet.
  • The dragon gains a total of two additional uses of its breath weapon.
  • The dragon gains the Tail Sweep and Multiattack ability, given below.
And your dragon companion gains an additional ability based upon its ancestry, as given below, or it can take an ability from the improved companion list.

Generic Greater Companion Features

Multiattack
When the dragon takes the attack action it can make one bite and one claw attack, one bite and one tail sweep attack, or two claw attacks.
Tail Sweep
Your companion’s tail can sweep under the creatures around it. As an action, all creatures surrounding your companion within 5 feet must make a Dexterity saving throw with a DC equal to 8 + Proficiency + Strength modifier or be knocked prone and take 1d8 + Strength modifier bludgeoning damage (or 2d6 of Huge). The area affected increases to all within 10 feet when your companion reaches Huge size.

Black Dragon Greater Features

Corrupt Water
The dragon can once per long rest as an action, stagnate up to 10 cubic feet of still water per Proficiency bonus it possesses, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. While non-magical liquid in the possession of a creature is destroyed if that creature fails a Charisma saving throw DC equal to the dragon's breath weapon DC.
Speak with Reptiles
The dragon gains the ability to speak with reptiles, as if it were under a constant speak with animals spell, but only with reptilian animals.
Swamp Stride
The dragon can move through bogs and quicksand without penalty to its movement speed.

Blue Dragon Greater Features

Electricity Aura
The dragon is surrounded by an aura of crackling lightning. Any hostile creature that starts its turn within 5 feet or moves into this aura suffers 1d6 points of lighting damage.
Sound Imitation
The dragon can mimic any voice or sound it has heard. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your Companion’s Deception skill.

GreenDragon Greater Features

Trackless Step
The dragon does not leave a trail in a natural surroundings and cannot be tracked. The dragon can choose to leave a trail, if it so desires.
Woodland Stride
The dragon can move through any sort of foliage at full speed without taking damage or suffering from difficult terrain. Areas of foliage that have been magically manipulated affect it normally.

Red Dragon Greater Features

Fire Aura
The dragon is surrounded by an aura of intense heat. Any hostile creature that starts its turn within 5 feet or moves into this aura suffers 1d6 points of fire damage.
Smoke Vision
The dragon can see perfectly in smoky conditions.

White Dragon Greater Features

Cold Aura
The dragon is surrounded by an aura of frigid cold. Any hostile creature that starts its turn within 5 feet or moves into this aura suffers 1d6 points of cold damage.
Snowy Vision
The dragon can see perfectly in snowy conditions.

Brass Dragon Greater Features

Desert Wind
The dragon can call up the winds of the desert to serve them. This ability functions as a gust of wind spell, with the dragon's Charisma modifier as their spellcasting ability, but any creature in the path of the gust must make a Constitution saving throw or be blinded for 1d4 rounds by the conjured sand. This ability can be used once per short rest.
Move Sand
The dragon can move sand as if casting the move earth spell, but only affecting sand and lasting for concentration up to 30 minutes. This ability can be used once per short rest.

Bronze Dragon Greater Features

Electricity Aura
The dragon is surrounded by an aura of crackling lightning. Any hostile creature that starts its turn within 5 feet or moves into this aura suffers 1d6 points of lighting damage.
Wave Mastery
While within watery, the dragon can double the swim speed of all allies (including itself) within 50 feet for 10 minutes per Proficiency bonus

Copper Dragon Greater Features

Trap Master
The dragon gains advantage on checks made to locate or disable traps.
Uncanny Dodge
As a reaction to being hit by an attack, the dragon can reduce the damage suffered by half.

Gold Dragon Greater Features

Detect Gems
The dragon can detect gems within 1000 feet as if it had cast the locate object spell. This ability can be used once per long rest
Fast Flight
The dragons fly speed is increased by 20 feet.

Silver Dragon Greater Features

Cloudwalking
The dragon can tread on clouds or fog as though it were solid ground.
Fog Vision
The dragon can see perfectly well in fog and clouds.

Brine Dragon Greater Features

Siege Drake
The dragon deals double damage to objects and structures and ignores half of their Damage Threshold.
Swift Swim
The Dragons swim speed is increased by 30 feet.

Cloud Dragon Greater Features

Cloud Breath
The dragon can use its breath weapon to form a cloud that persists in its cone shape for 1d4 rounds. Treat this cloud as a fog cloud that deals lightning damage equal to one-half of the dragon's breath weapon damage to any creature that moves into the cloud for the first time in a turn or ends its turn within the cloud. This ability uses the dragon’s Breath Weapon uses and save DC.
Cloudwalking
The dragon can tread on clouds or fog as though it were solid ground.

Crystal Dragon Greater Features

Flame Resistance
The dragon gains resistance to fire damage.
Light Traveler
The dragon can teleport up to 60 feet as a bonus action. It can use this ability once per short rest.

Magma Dragon Greater Features

Clinging Heat
The dragons breath weapon clings onto those that fail their saving throw against it. Suffering one half of the weapons damage again at the start of their next turn. They must make another save, failing this they suffer one quarter of the breath's damage on the turn thereafter.
Superheated
The dragon deals its bite attacks elemental damage die on all melee attacks that it makes, and its bite attacks elemental damage is increased by one dice.

Umbral Dragon Greater Features

Ghost Bane
The dragon's physical attacks can harm incorporeal creatures normally, and it can hold them in place as if they were corporeal.
Umbral Scion
The dragon gains advantage on death saving throws and on saves that would reduce its maximum hit points.

Dragon Ancestries True

When the scalecaller gains access to the True Companion feature, their dragon gains the following benefits:  
  • Its size is increased to huge, and its Charisma score are increased by two. Its Strength and Constitution ability score caps are raised by two, for a cap of twenty-four.
  • The base damage on its bite is increased to 2d6 with an additional 1d10 [element] damage, its claw damage is increased to 2d8, and its breath weapon deals an additional 6d6, 9d4, or 3d12 depending on the base die size of the breath weapon.
  • The dragons fly speed is increased to 150 percent of its base speed.
  • The dragon gains immunity to magical paralysis and sleep effects.
  • The dragon gains a total of two additional languages known.
  • The dragon gains Tremorsense out to 30 feet, and Blindsight out to 10 feet.
  • The dragon gains a total of three additional use of its breath weapon.
  • The dragon gains the Tail Sweep ability, given under the greater ancestry, an improved Multiattack given below, the Crush ability, and the Wing Attack option, given below.
And your dragon companion gains an additional ability based upon its ancestry, as given below, or it can take an ability from the improved or greater companion list.

Generic True Dragon Companion Features

Multiattack
When the dragon takes the attack action it can make one bite and one claw attack, one bite and one tail sweep attack, two claw attacks, two wing attacks, or one crush attack
Crush
The dragon when flying can land on a creature or creatures the same size category or smaller as an action, using its whole body to crush them. Creatures in the area of the dragons space are affected by this attack and must make a Dexterity saving throw DC equal to 8 + Proficiency bonus + Strength modifier or become restrained and suffer 6d12 points of bludgeoning damage. A creature restrained in this way can attempt to escape as it would from a grapple.
Wing
The dragon can make two wing attacks, they deal 1d8 points of bludgeoning damage, and anyone that is hit by the attack must make a Strength saving throw, DC equal to 8 + Proficiency bonus + Strength modifier or fall prone and be pushed back 20 feet.

Black Dragon True Features

Acid Pool
The dragon can use its breath weapon to create an acid pool within 120 feet as an action. The pool of acid is a 20ft radius hemisphere. When the pool is created, anyone inside its area takes an amount of damage qual to the dragon's breath weapon, Constitution save for half. Any creature that starts its turn or moves into the area for the first time on a turn must make this saving throw or suffer this damage. The pool of acid remains for 1d6 rounds, after which it dissipates. The acid floats on water and deals damage to anything on the surface. This ability uses the dragon’s Breath Weapon uses and save DC.

Blue Dragon True Features

Sandstorm
As an action, the dragon can create a sandstorm centered on itself with a radius of 100 feet. Creatures other than the dragon and its ranger inside the storm suffer 2d6 points of slashing damage at the start of their turn for as long as they remain in the sandstorm. The sandstorm is considered to cause light obscurement and remains for 1 minute, or until dismissed by the dragon as a free action. This ability uses the dragon’s Breath Weapon uses and save DC.

Green Dragon True Features

Miasma
The dragon can let loose an acidic cloud as an action that deals damage to any creature inside it. The cloud moves with the dragon and has a radius of 20 feet. When it's created, anyone inside the cloud suffers one half of the dragon's breath weapons damage, with a Constitution saving throw for half damage. The cloud remains for 1d6 rounds. A creature that starts its turn inside the cloud or moves into its area for the first time in a round also must make this save or suffer its damage. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round. This ability uses the dragon’s Breath Weapon uses and save DC.

Red Dragon True Features

Melt Stone
The dragons breath can melt rock at a range of 100 feet, affecting a 5-foot radius per proficiency bonus the dragon possesses. The area becomes lava to a depth of 1 foot. Any creature that moves into the area of this lava, or starts its turn within the lava takes 10d6 points of fire damage on the first round, and 5d6 on the second round, and none thereafter as the lava hardens and cools. This ability uses the dragon’s Breath Weapon uses and save DC.

White Dragon True Features

Blizzard
The dragon can uses its breath to create a blizzard in the area around it as an action. This creates heavy snow conditions in a 100 foot radius for 1 minute, centered on the dragon. This snow slows movement causing Exceptionally difficult terrain (4 squares of movement per square entered, instead of 2), limits vision as fog does, and causes any creature that starts its turn within area or moves within the blizzard for the first time on a turn to suffer 1d6 points of cold damage. This ability uses the dragon’s Breath Weapon uses and save DC.

Brass Dragon True Features

Sandstorm
As an action, the dragon can create a sandstorm centered on itself with a radius of 100 feet. Creatures other than the dragon and its ranger inside the storm suffer 2d6 points of slashing damage at the start of their turn for as long as they remain in the sandstorm. The sandstorm is considered to cause light obscurement and remains for 1 minute, or until dismissed by the dragon as a free action. This ability uses the dragon’s Breath Weapon uses and save DC.

Bronze Dragon True Features

Tidal Wave
The dragon can cause the sea to rise up and crush those within a 120 foot long, 30ft wide line. All creatures in this area must make a Strength saving throw or be pushed back 40 feet, knocked prone, have their movement halved for 1 round, and suffer the dragon's breath weapon in bludgeoning damage, half on success as well as negating the other effects. If this ability is used while on, or near water, they are pushed back an additional 20 feet and dragged beneath the water’s surface 20 feet. This ability uses the dragon’s Breath Weapon uses and save DC.

Copper Dragon True Features

Slow Aura
As an action, the dragon can surround itself in an aura of slowness. All hostile creatures within 10 feet of the dragon must make a Wisdom saving throw or be affected by the slow spell for 1 minute, or until concentration is broken, as if concentrating on a spell. This ability uses the dragon’s Breath Weapon uses and save DC.

Gold Dragon True Features

Luck
The dragon can, once per long rest bring good luck to itself or an ally within 60 feet. The target can re roll a single d20 roll just rolled, taking the better result. For the next minute, that creature receives a +1 bonus on all d20 rolls made or until the dragon loses concentration, as if concentrating on a spell.

Silver Dragon True Features

Paralyzing Breath
The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw or be stunned for 1d4 rounds. A creature that fails the save by 5 or more, or that rolls a natural one on their save is instead paralyzed for the duration. A creature that fails their save receives a new save at the end of each of their turns. This ability uses the dragon’s Breath Weapon uses and save DC.

Brine Dragon True Features

Capsize
As an action, the dragon can ready this ability, growing to its full height outside of the water. On its next turn, if it is within 20 ft. of a vessel, it can use its action to slam its body down upon the vessel, dealing 8d12 points of bludgeoning damage to all within a 15ft wide 60ft long line to the vessel and those aboard. The vessel must make a Constitution saving throw or gain the broken condition in all sections hit, bringing it down to half hit points minus damage dealt for each section hit. This ability can only be used while within a large body of water. This ability uses the dragon’s Breath Weapon uses and save DC.

Cloud Dragon True Features

Cloudform
The dragon can change itself and up to its proficiency bonus in allies, into a cloudy vapor as a bonus action. Each creature affected is subject to the Wind Walk spell. This ability uses the dragon’s Breath Weapon uses and save DC.

Crystal Dragon True Features

Scintillating Aura
The dragon radiates an aura of scintillating color from its jeweled scales in a 20 foot radius. All creatures that move into the aura for the first time in a turn or that start their turn in the aura must make a Wisdom saving throw or become stunned until the start of their next turn. This aura remains for 1 minute or until concentration is lost, as if concentrating on a spell. This ability uses the dragon’s Breath Weapon uses and save DC.

Magma Dragon True Features

Magma Tomb
The dragon can spit lava onto a 10ft radius sphere within 120 feet. All creatures within that area suffer the dragons breath weapons damage as normal. This magma cools instantly--it does not continue doing damage, but does cause the targets to become restrained, unless they spend their action to break free. This ability uses the dragon’s Breath Weapon uses and save DC.

Umbral Dragon True Features

Create Shadows
Any creature slain by the dragons breath weapon rises up as a shadow (if 8 HD or lower), or a greater shadow (if above 8 HD) under the dragons control 1d4 rounds later. The dragon can control up to its Proficiency bonus in Shadows, or half this in Greater Shadows. Any excess shadows simply melt away.

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