Gargantuan Dragon, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 350 (21d20 + 147)
Speed 40 ft., Fly 110 ft.
STR
22 (+6)
DEX
30 (+10)
CON
15 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
21 (+5)
Saving Throws DEX +17, CON +9, WIS +9, CHA +12
Skills Acrobatics +14, Perception +16
Damage Vulnerabilities Bludgeoning
Damage Resistances Cold
Damage Immunities Piercing
Condition Immunities Grappled
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 29
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 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.

Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

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 15 feet of the dragon must succeed on a DC 23 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.

Description

Bird dragons are the only dragons to make home in jungles. They are apex predators, with excellent vision, deadly jaws, and unrivaled mobility in the air. While usually seen nesting on top of trees, they are occasionally found inside jungle temples. They love to collect shiny items, as such they are usually seen ambushing adventurers. They are intelligent, however they are a bit more on the stupid side when it comes to dragons. The parents abandon their wyrmlings once they learn to fly, but they are among the best parents before then. They are found to eat fish, snakes, and large worms. Well they do possess an ice breath weapon, they prefer melee combat. They only use the weapon to slow down prey if they are faster than it.

Lair and Lair Actions

Bird dragons tend to dwell on the tops of trees, but are just as commonly found in jungle temples. They love to collect shiny things.

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:

  • Vines reach down from the treetops to grapple you unless you pass a DC 23 Dexterity saving throw.
  • Arrows fly out of the walls, and unless you can make a DC 28 Dexterity saving throw, you will take 10d6 damage.
  • The ceiling closes in around the players, everyone must make a DC 18 strength check or be knocked prone

 

Habitat: Forest

DancingKitty349

Comments

Posts Quoted:
Reply
Clear All Quotes