Huge Dragon, Chaotic Evil
Armor Class 19 Natural Armour
Hit Points 256 (19d12 + 133)
Speed 40 ft., Walk 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
16 (+3)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +9, CHA +11
Skills Perception +13, Stealth +6
Damage Immunities Fire, Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Blindsight 60, Darkvision 120, Passive Perception 23
Languages Celestial, Common, Draconic, Elvish, Sylvan, Telepathy 60
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

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

Spellcasting. The unicorn dragon can innately cast the following spells, once per day each, requiring no material components at it's lowest level. The dragon's spell save DC is 19, and it has +11 to hit with spell attacks.


At will: detect evil and good, druidcraft, pass without trace

1/day each: wall of fire, searing smite, counterspell, hellish rebuke (at 2nd level), calm emotions, dispel evil and good, entangle

 

Charge. If the unicorn dragon moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.
 
Magic Resistance. The unicorn dragon has advantage on saving throws against spells and other magical effects.
 
Magic Weapons. The unicorn dragon's weapon attacks are magical.
Actions
Multiattack. The unicorn dragon can use its Frightful Presence. It then makes three attacks: one with its bite, one with its horn and one with its claws.
 
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
 
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. 
 
Horn. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) piercing damage.
 
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
 
Frightful Presence. Each creature of the unicorn dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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. Each creature in that area must make a DC 21 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
 
Healing Touch (3/Day).  The unicorn dragon touches another creature with its horn. The target magically regains 29 (6d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Reactions

Hellish Rebuke. The unicorn dragon casts Hellish Rebuke with it's one use per day.

Counterspell. The unicorn dragon casts Counterspell with it's one use per day.

Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 unicorn dragon beats its wings. Each creature within 10 feet of the unicorn dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

  • Shimmering Shield (Costs 2 Actions). The unicorn dragon creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn dragon's next turn.

  • Heal Self (Costs 3 Actions). The unicorn dragon magically regains 29 (6d8 + 2) hit points.

Lair and 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.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

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

  • Small earthquakes are common within 6 miles of the dragon's lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

 

Habitat: HillMountain

Toter_

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