Huge Dragon, Neutral
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 45 ft., climb 45 ft., fly 90 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
14 (+2)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills Perception +13, Stealth +6
Damage Immunities Radiant
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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

Radiant Breath. The dragon exhales harsh (damaging) positive energy in a 60-foot cone, in the form of frosting sugar. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much damage on a successful one.

Healing Breath. The dragon exhales positive energy in a 60-foot cone. Each creature in that area regains 21 (6d6) hit points. A creature can only regain 50 hit points from this ability each day. This ability has no effect on undead or constructs.

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 22 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

The sweet scent of sugar, and possibly vanilla, surrounds a candy dragon. Its glossy scales detract from its otherwise frightful presence. Its snout and eyes are expressive.

Candy dragons (and other creatures) are aligned with elemental positive energy, which exists in its own plane and also makes the soul of all natural life. A candy dragon does not mirror the prideful world-view of other dragons.

Lair and Lair Actions

A Candy Dragon’s Lair

Candy dragons lair in high mountains or build their own castles on hills. If a floating island presents itself, it will aim to make it its new lair.

A candy dragon spends some time outside of its lair, in the surrounding hills. For a candy dragon, the great halls of its cave or walls are the home that it wishes to protect—and keep secret from the wider world.

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 looks at a creature within 120 feet of it and magically knows the creature's current emotional state. If the target fails a DC 17 Charisma saving throw, the dragon also knows the creature's alignment. Fey and undead automatically fail the saving throw.
  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • The dragon regulates its ki through practiced meditation and regains 25 hit points.

Regional Effects

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

  • Animals that live nearby to the lair are all faster and more active than natural.
  • Plants that grow in the area surrounding the lair produce more sap.
  • Kobolds within 1 mile of the lair subconsciously avoid looking up and are unable to focus on the lair when it is in view. (This behaviour appears natural due to their underground lifestyle and usually goes unnoticed.)
  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.

If the dragon dies, the dragon can no longer establish telepathic contact and the remaining effects fade over the course of 2d10 days.

Monster Tags: SelesnyaSimic

Habitat: HillMountain

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