Huge Dragon, Neutral Evil
Armor Class 21 (natural armor)
Hit Points 270 (20d12 + 140)
Speed 60 ft., Fly 40 ft. (limited), Climb 60 ft.
STR
23 (+6)
DEX
20 (+5)
CON
24 (+7)
INT
17 (+3)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws STR +11, CON +12, INT +8
Skills Intimidation +3, Perception +13, Stealth +10
Damage Resistances Psychic; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Acid
Condition Immunities Blinded, Charmed, Petrified, Poisoned
Senses Blindsight 120 ft. (Thermal), Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 23
Languages Abyssal Knows but cant speak, Common Knows but cant speak, Draconic, Infernal Knows but cant speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Mental Resistance (2/Day). If the dragon fails an Intelligence or wisdom saving throw, it can choose to succeed instead.

Distributed Conciseness. This dragon has advantage on saving throws from spells and effects that target it's mind. For example the detect thoughts or mind spike.

Actions

Melee Multiattack. The dragon makes three attacks: one with its bite and two with its scythes. If the dragon deals damage with an attack, it can use its frightening presence.

Range Multiattack. The dragon makes three attacks: two with its acid spit and then one with its acid breath.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 4 (1d8) acid damage.

Scythe. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Acid Spit. Range Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 10 (3d6) acid damage. If the attack misses by 5 or less the target still takes 3 (1d6) acid damage.

Acid Breath (Recharge 4–6). The dragon exhales acid in a 60-­foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

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.

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.

Acid Spit. The dragon makes an acid spit attack.

Claw. The dragon makes a claw attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage, be pushed 10 feet back and knocked prone.

Lay Clutch (2/day, Recharge 5–6, Costs 2 Actions). The dragon lays 2d6+1 Arthrodragon eggs which hatch into Arthrodragon Spawn one turn later and act on the initiative count they were laid.

Description

The Adult Arthrodragon manages the lesser dragons like a bee hive. When an adult Arthrodragon children grow into adults themselves they can no longer be controlled by their parent. This happens suddenly and without warning and almost always ends in a fight to the death for dominance. Sometimes, if the younger dragon is smart and fast, it can try to flee and start a new colony.

Lair and Lair Actions

Arthrodragons dwell in caves that they burrow out themselves. The lair is littered with the acidic pools and dissolved victims. Insects infest the lair, making it seem like the floor and walls are constantly moving.

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:

  • The dragon lets out a Screech that gives lesser Anthrodragons advantage on their next attack roll.
  • The dragon lets out a series of sharp calls that awaken 1d4+1 Cocooned Anthrodragons hiding underground. (2/Day)
  • The dragon lets out a low bellow that shakes the air around it. On the start of the next turn 1d4-1 Anthrodragon Nymphs arrive. (2/Day)

Habitat: ForestHillMountainSwampUnderdark

VanOfWar

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