Huge Plant, Chaotic Good
Armor Class 17 (natural armor)
Hit Points 244 (22d12 + 120)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
20 (+5)
DEX
14 (+2)
CON
26 (+8)
INT
12 (+1)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +7, CON +13, WIS +7, CHA +8
Skills Deception +8, Perception +12, Stealth +6
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Spiky Skin Anytime someone makes contact with the dragon, they take 2d6 piercing damage.

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.

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 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Needle Breath. The dragon exhales needles in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw. On a failed save, the creature move. In addition, the creature can't use an action or a bonus action on its turn. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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

Large dragon formed from a cactus that mimics organisms in it's environment.  The needles grow to have small barbs on them.

Habitat: Desert

Thefty

Comments

Posts Quoted:
Reply
Clear All Quotes