Large Dragon, Chaotic Good
Armor Class 19 Natural Armor
Hit Points 72 (12d8 + 10)
Speed 60 ft., Walk 40 ft., Swim 45 ft.
STR
14 (+2)
DEX
20 (+5)
CON
17 (+3)
INT
18 (+4)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws DEX +7, WIS +4
Skills Acrobatics +8, Perception +7, Stealth +9
Damage Resistances Thunder
Damage Immunities Acid
Condition Immunities Blinded, Invisible
Senses Darkvision, Passive Perception 16
Languages Common, Draconic, Sylvan, Telepathy, Winter Wolf It speaks Averith. Common, Silvan, Elvish, and Draconic.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Averith Star

The Averdawn will chant something in Averith and the enemy creature will make a dex or con save (of the Averdawn's choice) at a fail it will take 6d12 piercing damage, at a success it will take 3d12.

 

Actions

Action Name. 

Action Melee Attack. Stinger: +6 to hit, reach 15 ft., 2 target.  (3d6 + 5) Slashing or piercing with ( 2d4 poison damage) 

Claws: +7 to hit, reach 9 ft, 2 target. (2d6 + 2) slashing damage.

Bite: +8 to hit, reach 10 ft, 1 target. (5d12 + 4) piercing damage and (2d6 + 3) acid damage

Action Ranged Attack. Acid Fang : +4 to hit, range 20/40 ft., 3 target. (4d12 + 6) acid damage.

Reactions

Reaction Name. strike

If an enemy enters or leaves melee range they can strike the enemy.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A wyvern-like draconic being of high intelligence, they have colors ranging from lime green-deep purple. They are clever and can live up to 1000 years.

Lair and Lair Actions

A dark and large cave or a nest on mountains.

Lair Actions

On initiative count 4 (17), the Averdawn takes a lair action to cause one of the following effects; the Averdawn can’t use the same effect two rounds in a row:

  • A spell will be canceled instantly if they don't want the spell to be cast.
  • The enemy of it's choice will have disadvantage on attack and skill checks

Regional Effects

The region containing a legendary Averdawn’s lair is dark and cold, which creates one or more of the following effects:

  • Dim light

If the Averdawn dies, these effects fade over the course of 1d6 days.

Habitat: CoastalMountain

Dre123

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