Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Shard Breath: The dragon exhales bone shards in a 60-foot cone. Each creature in that area must succeed on a DC 15 Dexterity saving throw, taking 45 (10d8) piercing damage on a failed saving throw, or half as much damage on a successful one.
Noxious Breath: The dragon exhales a putrid cloud of noxious gas in a 60-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or it is poisoned for 1 minute. A creature poisoned in this was can repeat the saving throw on the end of its turn.
Multiattack. The skeleton makes four attacks: one with its bite, two with its claws and one with its tail.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target must make a DC 15 Strength saving throw or be moved 10ft away from the dragon and knocked prone.
Cunning Action. The dragon can take the disengage action as a bonus action on its turn.
Tail Whip. When the dragon takes damage from a melee attack, it can make 1 tail attack to the creature.
The dragon gets 1 legendary action per round, until it is killed.
Slam Attack (1 legendary action). The dragon can attempt to squash a creature within 5 ft. of it under its bony claws. The creature must make a DC 12 Dexterity Saving Throw or be grappled by the dragon. The dragon can only have 1 creature grappled at a time.
Raise Dead (1 legendary action). The dragon summons 1 nearby corpse as its ally. The creature acts on its own initiative, and uses statistics for either a zombie or a skeleton depending on the time it has been dead. On its turn, it uses its movement to run to a nearby enemy and uses its action to attack.
Description
The Adult Dragon Skeleton are the remains of a Dragon long dead, that has laid at rest for centuries. Perhaps by some evil curse, the dragon is reanimated, losing all characteristics it had in life, both of colour and of mind, and becomes a speechless husk with only revenge on its mind.
Lair and Lair Actions
The Adult Dragon Skeleton uses its final resting place as a lair, be that on the side of a mountain, a mound of dirt or under a sand dune in the deserts.
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 ground is plagued by small insects that were feasting on its corpse. The area within 60ft of the dragon becomes difficult terrain and each creature that starts its turn in the area must succeed on a DC 15 Constitution Saving Throw or take 2d6 poison damage.
- The dragon morphs its wings into 1 Giant Skeleton. It can only take this lair action once. The Giant Skeleton acts on its own initiative and uses its movement and speed to go towards enemies and attack them.
Regional Effects
The region containing a legendary Adult Dragon Skeleton’s lair is filled with haunted energies and whispers of the dead, which creates one or more of the following effects:
- Within 1 mile of the dragons final resting place, Will-O-Wisps roam freely, searching for souls. Role a d20 every 10 minutes. On a 5 or below, the party encounters 2 Will-O-Wisps.
- Any creature that spends more than 12 hours in the area must make a DC 15 Wisdom Saving Throw or must role on the Short-Term Madness Table in the DMG/
If the Adult Skeleton Dragon dies, these effects fade over the course of 5 days.
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