Large Dragon, Neutral Good
Armor Class 18 (natural armor)
Hit Points 220 (20d10 + 100)
Speed 40 ft., climb 40 ft., fly 80 ft., swim 60 ft.
STR
23 (+6)
DEX
11 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
12 (+1)
CHA
19 (+4)
Saving Throws DEX +4, CON +9, WIS +5, CHA +8
Skills Insight +7, Perception +8, Stealth +10
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force
Condition Immunities Exhaustion
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic, Primordial, Telepathy 60ft
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Absorptive Coral Scales 

Any time the Young Coral Dragon is targeted by any spell, roll a d6. On a 1 - 5 the spell acts as normal. On a 6, the Young coral Dragon is unaffected, and the effect and or damage of the spell is stored in the next Force Breath attack, this effect also restores the breath weapon. (can only absorb level 5 spells and lower, as well any damage absorbed this way is halved when it is stored in the Force Breath weapon) 

Magic Resistance. The Young Coral Dragon has advantage on saving throws against spells and other magical effects.

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: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) force damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Force Breath (Recharge 5-6). The dragon exhales fire in a 60-foot line. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) force damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

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.

Bite Attack. The dragon makes a Bite attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 16 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The Coral Dragon emerges from its watery lair, water left in the pocket of its coral. The Dragon shakes the water off and approaches its new company, the adventurers hear a voice in their heads. "Hello new friends, how may I be of assistance?" As the dragon speaks its sapphire gem on its forehead glows with a healthy energy. 

Lair and Lair Actions

A Coral Dragon’s Lair

Coral dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, . Caves with ancient Sea with geothermal activity are the most highly prized coral dragon lairs, creating a warm conferring atmosphere with water cradling the dragon as it sleeps.

With its hoard well protected deep within the lair, a coral dragon spends as much of its time inside its Lair and when they do leave they leave for years and only return when they have found a worth treasure to add to its horde. For a coral dragon, the great depths of the world is the reminder from which they can not forget—and a sadness that they wish to cleanse from their home coral reefs.

Throughout the lair submerged, coral erect monuments to the dragon’s memory, telling the story of its life, the foes it has slain, and the nations that have fallen, in the halls of a coral dragons lair tells the history of a world long forgotten.

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 coral within 15ft of the adventurers strike out to defend the coral dragon Each creature attacked by the coral must make a DC15 dexterity save or take 6d6 slashing damage on a failed save or no damage on a successful save. 
  • Water in the lair starts begins to get rough and all terrain become rough terrain, the waves that are kicked up bash into the dragons foes, make a DC15 dexterity save or be knocked prone .
  • a wall of water on the ground at a point in the lair can spawn a wall up to 30 feet long, 10 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the round ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

Regional Effects

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

  • Occasionally rains within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair become fresh and clean and safe enough to drink from.
  • Coral Grows out of place within 3 mile of the lair. 

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: ArcticCoastalUnderwater

WarMageWaff

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