Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 189 (17d12 + 85)
Speed 30 ft., Fly 40 ft., Swim 80 ft.
STR
24 (+7)
DEX
14 (+2)
CON
21 (+5)
INT
9 (-1)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws DEX +7, CON +10, WIS +6, CHA +5
Skills Perception +14
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Abyssal, Aquan, Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water.

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

Spider Climb. The Slug Dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Keen Smell. The Slug Dragon has advantage on Wisdom (Perception) checks that rely on smell.

Translucent. The Slug Dragon has advantage on Dexterity (Stealth) checks.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tentacles.

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

Tentacles. Melee Weapon Attack: +1 to hit, reach 10 ft., one targe. Hit: 4 (2d6 + 6) poison damage and the target must succeed on a DC 15 Constitution saving throw or be posioned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

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 16 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.

Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid 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.

Lair and Lair Actions

The tunnels where The Slug Dragon burrows are filled with slime and bones. What remains of the bones has been eaten away by some sort of acid. The trail it leaves is puddles of water and thick fog. Be careful how much you breathe in or where you step. You may become blinded and feel parts of your body being eroded away.

The tunnels are a network where it leads to the heart of the Slug Dragon's lair. Among it's treasures is a pool where it sleeps. But do not be near the water. Otherwise, you may be dragged down where it's true home is.

 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:

  • Drops of acid drip from the ceiling from where the dragon can see, creating a 20ft high, 5ft wide splash. Creatures in the radius must succeed on a DC 15 Dexterity saving throw or take 21 (6d6) acid damage or half on a successful save.
  • A thick fog surrounds the target in a 20 ft radius. The target must be 120ft from each other. The target creatures must succeed on a DC 15 Wisdom saving throw or be blinded 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.
  • The slime that covers the ground sinks the target creature into the ground in a 5ft radius. The target must be 120ft from each other. The target creature must succeed on a DC 15 Strength saving throw or be restrained. While restrained their movement drops to 0ft. The ground becomes difficult terrain. The smile becomes watery and translucent the dragon uses the lair action again or dies.

Regional Effects

  • The region containing a legendary Slug Dragon is warped by the dragon’s magic, which creates one or more of the following effects:
  • A fog covers the area of the lair in a 10-mile radius. The fog is easy to see. Though the aftertaste of it is something moldy and sticky.
  • Lakes or sources of a river has a skin of slime covering the top of the water surfaces. Any amphibious animal living in the water are fine. But drinking the water is required a DC 14 CON saving throw or is poisoned for one day. 

Monster Tags: monstrosity

Habitat: CoastalMountainSwamp

DjinnWishbreaker

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