Huge Dragon, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., Fly 80 ft., Swim 60 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
17 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +8, CON +9, WIS +8, CHA +10
Skills Deception +8, Insight +7, Perception +7, Persuasion +8, Stealth +6
Damage Resistances Psychic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water.

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: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 14 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.

Bubble Breath (Recharge 5–6). The dragon exhales a cloud of opalescent bubbles in a 60-foot cone. Each creature in that area that is of large size or smaller must make a DC 15 Strength or Dexterity (their choice) saving throw or be enveloped in a bubble for 1 minute.  Creatures inside bubbles receive full cover and float upward as long as there is air-filled space above them.  Whenever a creature begins its turn inside of a bubble, it levitates 20 feet above its previous location.  Creatures in bubbles are restrained and cannot attack or cast spells on any target, object, or area that exists outside of the bubble.  Creatures trapped in bubbles can, as an action, attempt to pop the bubble with DC 18 Strength.  Bubbles have 1 hp, 16 damage threshold, are vulnerable to piercing damage, and have 4 AC from inside and 8 AC from outside.   If an attack from outside of the bubble hits the bubble but does not destroy it, the bubble is pushed away from the attacker 20 feet. [Note: after 1 minute, bubble will be at 200 feet, dealing 20d6 fall damage after it pops if creature inside cannot fly.]

Draconic Magic Mouth (three times per day). The dragon casts magic mouth without material or somatic components.  The mouth has the appearance and size of the dragon's own mouth.  While a draconic magic mouth exists, anytime the dragon uses the bite action it can attack with either its own mouth or the draconic magic mouth.  The dragon can speak, smell, taste, eat, and do anything else expected of a normal mouth with this magic mouth.

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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone.  If a creature is trapped inside of a bubbles, this action pushes the bubble and the creature it contains up to 35 feet (or less, at dragon's discretion) away from the dragon.  The dragon can then fly up to half its flying speed.

Description

Of all true chromatic dragons, pink dragons are the most ill-equipped at defending themselves against other dragons; because of this, they are also the most likely of all evil-aligned dragons to seek the aid of humanoid creatures.  To defend their territory against rivals, pink dragons rely on their low cunning to convince other creatures to slay their draconic competitors.  Although their bubble breath has no effect on other dragons, it is an ideal tool for "recruiting" new henchmen.  Aside from its vibrant coloration, a pink dragon can be identified by its svelte body shape and long, flexible neck.  While swimming underwater, the pink dragon tucks its limbs against its torso and undulates its entire body like a snake.

The pink dragon uses its bubble breath ability to ferret out prey in hiding without having to take the risk of landing on the ground.  While flying overhead, the pink dragon showers bubbles into forests, tall grasses, caves, and bodies of water; unlucky creatures hiding in these places float up high into the air where the dragon can dine on the wing.

Lair and Lair Actions

Pink dragons construct their lairs out of massive shimmering bubbles at the bottom of fresh bodies of water.  Illusory magic conceals the contents of these bubbles, and even within the layer bubbles are used to make traps look like hordes of treasure and hordes of treasure look like refuse: a group of adventurers expecting to plunge their hands into a pile of gold might instead find themselves arm-deep in a sphere of acid.

 

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:

  • A 60 foot sphere of black bubbles forms in any space underwater within 120 feet of the dragon.  The bubbles are opaque and do not let light in or out: creatures inside black bubbles receive full cover.  Each creature in that area that is of large size or smaller must make a DC 13 Strength or Dexterity (their choice) saving throw or be enveloped in a bubble for 1 minute.  The dragon determines whether creatures trapped in these bubbles float up or down: either way, they rise or sink 30 feet per turn.   These bubbles pop when they reach the surface of the water or the lake floor.  Creatures in bubbles are restrained and cannot attack or cast spells on any target, object, or area that exists outside of the bubble.  Creatures trapped in bubbles can, as an action, attempt to pop the bubble with DC 18 Strength. Bubbles have 1 hp, 16 damage threshold, are vulnerable to piercing damage, and have 4 AC from inside and 8 AC from outside.
  • An area that the dragon can see comes under the effect of the hallucinatory terrain spell, which is cast using the dragon’s Charisma as spellcasting ability score (spell save DC 16)
  • Any bubble created by the pink dragon pops in a bright, multicolored flash.  Any creature that was inside the popped bubble experiences the effects of the hypnotic pattern spell (cast using the dragon’s Charisma as spellcasting ability score (spell save DC 16)), with disadvantage on its saving throw.   

Regional Effects

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

  • Within 5 miles of lair, creatures are more likely to become lost while traveling.  For every mile traveled within this region, the DM should make a DC 15 Wisdom (Survival) check in secret (advantage slow pace, disadvantage fast pace).  If successful, the creatures go in the direction desired. If failure, PCs unknowingly travel in a direction determined by the d8 outcome: 1: North; 2: Northeast; 3: East; 4: Southeast; 5: South; 6: Southwest ; 7: West; 8: Northwest.  The PCs can make a DC 18 Wisdom (Survival) check to determine their current location, but otherwise are under the impression that their current location (true or not) on a map is what they hope it to be. Once they have left the lair’s affected region, PCs become aware of their true location relative to their imagined one.
  • Within 1 mile of lair, landscape is dotted with hazardous illusory terrain and structures. Bridges over ravines and rivers vanish underfoot.  Pools of quicksand are disguised as paved roads.  A crystal clear lagoon is in fact a murky pond full of dangerous aquatic creatures like quipper swarms, alligators, and giant constrictor snakes.  Treat these illusions as uses of the ,hallucinatory terrain spell, using the dragon’s Charisma as the spellcasting ability score (spell save DC 16), except with the added ability of being able to conceal the location of underwater creatures.

If the dragon dies, all of the above effects end in 1d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/12/2018 1:17:59 PM
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