Huge Dragon, Lawful Neutral
Armor Class 19 (natural armor)
Hit Points 248 (16d12 + 144)
Speed 40 ft., fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
27 (+8)
INT
19 (+4)
WIS
12 (+1)
CHA
21 (+5)
Saving Throws DEX +5, CON +13, WIS +6, CHA +10
Skills Arcana +10, History +10, Perception +6, Stealth +5
Damage Immunities Thunder
Condition Immunities Deafened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Innate Spellcasting (Psionics). The dragon's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components:

 At will: control winds, identify

3/day each: invisibilitydetect thoughts

2/day: scrying

Telepathic Sensitivity. The dragon is aware of any effect that would sense its emotions or read its thoughts, as well as any telepathic communication within 60 feet of it.

Actions

Multiattack. The dragon can use its Frightful Presence. It then 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: 18 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Thunder Breath (Recharge 5–6). The dragon exhales thunderous force in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 58 (13d8) thunder damage on a failed save, or taking half as much damage on a successful one.

 

Legendary Actions

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.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

An Emerald Dragon’s Lair

Emerald dragons choose lairs on secluded mountain peaks and the calderas of extinct volcanoes. These reclusive scholars prefer to live near small settlements of other creatures so they can study them and learn local customs while keeping their presence unknown.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • A powerful swirl of winds blast through the lair, making movement and ranged attacks within the area far more difficult. Wind within 200 feet of the dragon blows around it, forcing creatures within the area to roll a DC 15 strength saving throw or be knocked prone. All creatures except the dragon, including flying creatures, treat this area as difficult terrain. Ranged weapon attacks that enter, leave, or pass through the area have disadvantage on their attack rolls. The winds last until initiative count 20 on the next round.
  • The dragon causes a sudden swell of wind that picks up one creature and tosses them back. One target creature in the dragon's lair must make a DC 15 strength saving throw. On a failure, the creature is lifted up 10 feet into the air and then thrown up to 30 feet in any direction of the dragon's choosing. Treat all movement caused in this manner as falling distance. If this movement causes the creature to collide with a wall, creature or other object in their path, then they are dealt an additional 7 (2d6) bludgeoning damage.

Regional Effects

The region containing a legendary emerald dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.

  • The dragon has direct control over the weather in a 10-mile radius centered on its lair. With 10 minutes of concentration the dragon can change the weather. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • The dragon has placed magical sensors at key points in the areas surrounding it's lair, alerting it to the presence of intruders.

If the dragon dies, changed weather reverts to normal, as described in the spell, and all other effects fade immediately.

Habitat: Mountain

RyanSG

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