Large Dragon, Unaligned
Armor Class 24 (natural armor)
Hit Points 286 (28d10 + 132)
Speed 40 ft., Swim 40 ft.
STR
17 (+3)
DEX
25 (+7)
CON
28 (+9)
INT
15 (+2)
WIS
26 (+8)
CHA
18 (+4)
Saving Throws DEX +13, CON +15, INT +8, WIS +14
Skills Acrobatics +0, Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The drake can breathe air and water.

Mask of the Wild. The drake can attempt to hide even when its only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Slow to Anger. The drake rolls its breath attack recharge die after their action. On a success the role is maintained until the next breath attack is made. Recharge rolls do not stack.

Actions

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

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

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

Fire Breath. The drake exhales fire in a 30-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The drake exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 18 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Change Size. The drake magically reduces itself to a size medium or small version of itself. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon uses the stat block of the age group related to its new size.

Legendary Actions

The dragon can take 2 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 drake makes a Wisdom (Perception) check.

Tail Attack. The drake makes a tail attack.

Breath Weapon Recharge. The drake makes a roll on a d6, if the role is a 5-6 the drakes breath attack is recharged.

Breath Weapon (Costs 2 Actions). The dragon uses one of its breath weapons.

Habitat: ForestGrassland

TheIronTiger

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