Working through my Patron requests this month, here’s one from long-time patron John W.
Legendary Eastern Style Dragon with Panda traits. :3 An oldie that I have yet to see…if not this a Legendary Eastern River Dragon.
As far as I can tell, there’s no historical precedence for panda dragons. Of course, there are eastern dragons (lung) which have sort of their own vibe. They were pretty big in the last printing of Oriental Adventures back in 3.5. So I suppose I’ll pull from there then add in some panda bits.
Xióngmāo Lung (Panda Dragon)
Huge dragon, neutral
Armor Class 23 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 50 ft., climb 50 ft.
Abilities Str 23 (+6), Dex 10 (+0), Con 20 (+5), Int 12 (+1), Wis 15 (+2), Cha 14 (+2)
Saving Throws Int +7, Wis +8, Cha +8
Skills Perception +8, Stealth +6
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, paralyzed
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Challenge 20 (25,000 XP)
Shapechanger. The dragon can use its action to polymorph into a Large or Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Innate Spellcasting. The dragon’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components.
- At will: detect thoughts, invisibility
- 1/day: plant growth, plane shift
Keen Sight and Smell. The panda dragon has advantage on Wisdom (Perception) checks that rely on sight or smell.
Land’s Stride. The dragon’s movement is unaffected by difficult terrain, and spells and other magical effects cannot reduce its speed.
Legendary Resistance (3/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 magical effects.
Standing Leap. The dragon’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Multiattack. The panda dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
Deadly Leap. If the dragon jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 20 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 20 (4d6 + 6) bludgeoning damage plus 20 (4d6 + 6) slashing damage. On a successful save, the creature takes only half damage, isn’t knocked prone, and is pushed 5 feet out of the dragon’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the dragon’s space.
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.
Attack (Costs 3 Actions). The dragon uses its multiattack.
Detect. The dragon makes a Wisdom (Perception) check.
Magic (Costs 2 Actions). The dragon casts one of its at-will innate spells.
Teleport. The dragon teleports along with any equipment it is carrying up to 60 feet to an unoccupied space that it can see.
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