Huge Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 197 (13d12 + 92)
Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft.
STR
21 (+5)
DEX
19 (+4)
CON
22 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, CON +11, WIS +7, CHA +9
Skills Perception +11, Stealth +5
Damage Immunities Lightning
Condition Immunities Charmed, Exhaustion, Paralyzed
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 21
Languages Common, Draconic, Primordial
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Fog Vision. The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.

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 other magical effects.


Uncontrollable. The dragon’s movement is never impeded by difficult terrain, and its speed can’t be reduced by spells or magical effects. It can’t be restrained (per the condition), and it escapes automatically from any non magical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.


Whirling Winds. Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage.

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: +9 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 4) 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.

Breath of Gales (Recharge 5-6). The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 17 (3d10) bludgeoning damage and is pushed 20 feet away from the dragon and knocked prone; a successful DC 18 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished.

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 18 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

A Wind Dragon’s Lair
      Wind dragons lair in typically seaside caves or extremely high mountain passes. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine sea caves on islands. Wind dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down crystalline crevasses.
      A legendary wind dragon’s innate magic deepens the windy areas around its lair. Mountain caverns are blustery and windy by the wind dragon’s presence. A wind dragon can often detect intruders by the way the keening wind in its lair changes tone.
A wind dragon rests on high ledges, shelves and cliffs in its lair, the floor is typically marble or crystalline glass like stone. As enemies struggle against Gale force winds, the dragon flies from perch to perch and destroys them with its teeth claws and wing attacks

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:

  • Thick Fog and winds fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
  • Wind gusts buffet and cause Jagged crystal shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. A hit target must make a successful DC 15 dexterity saving throw or take On a hit, the target takes 10 (3d6) piercing damage or half on a successful save.
  • The dragon creates a wall of wind on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. The wall disappears when the dragon uses this lair action again or when the dragon dies.

Habitat: CoastalMountain

Xxmagicmarkxx

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