Huge Dragon, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
22 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
18 (+4)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +5, CON +11, WIS +6, CHA +8
Skills Perception +11, Stealth +5
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) fire damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 14 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.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. The dragon can also exhale it’s breath directly beneath its body, creating wall of fire up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque. Each creature in that area must make a DC 19 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or 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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A cobra dragon is gloss black, with an orange underbelly. On either side of its neck is a large hood of skin that resembles that of a king cobra. Legend holds that certain king cobras of great age transform into cobra dragons.

Morbid Collectors: Skull collecting is a favorite pastime of cobra dragons. Skulls of powerful monsters and rare creatures are highly prized. Favorite skulls include those of cave bears, dinosaurs, dragons, giants, and unicorns. Humanoid skulls are deemed interesting but of little value since they are so easily obtained. The offering of a rare skull as a gift when attempting to converse with a cobra dragon aids considerably in gaining the dragon’s favor.

Faithful Followers: Due to its charisma, power, and cunning, a cobra dragon of adult age and beyond attracts a small number of intelligent creatures who search for a leader to serve. Goblins, lizardfolk and yuan-ti commonly are found in service of a cobra dragon

Lair and Lair Actions

A Cobra Dragon's Lair

Cobra dragons live in caves and underground caverns in tropical and subtropical environments. They dislike swamps. Like other dragons, a cobra dragon lays claim to an area of land surrounding its lair, ferociously driving off all other creatures. Intrusion by another cobra dragon is only tolerated during the spring mating season. The mating ritual involves the male and female entering non-injurious combat that results in a fiery display.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot high, 5-foot radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • The dragon creates a cloud of thick, billowing smoke as though it had cast the fog cloud spell. The smoke lasts until initiative count 20 on the next round.

Regional Effects

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

  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Clouds of black smoke lightly obscure the land within 6 miles of the dragon's lair.

If the dragon dies the smoke fades within 1 day. The other effects fade within 1d10 days.

Habitat: DesertForestUnderdark

Dung1e

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