Medium Dragon, Chaotic Good
Armor Class 17 Natural Armor
Hit Points 49 (6d8)
Speed 15 ft., Swim 30 ft., Walk 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws DEX +4, CON +3, WIS +2, CHA +3
Skills Perception +14, Stealth +12
Damage Immunities Acid, Fire
Condition Immunities Grappled
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Draconic Only Speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amphibious. The dragon can breathe air and water

Actions

Bite. Melee Weapon Attack:  +4 to hit, reach 5 ft., one target reach. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid or fire damage, dragon can decide which one

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

Fire Breath. The Dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The Dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall Unconscious for 1 minute. This Effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Acid Breath. The Dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

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.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: DesertSwamp

DeathOfWar

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