Huge Dragon, Chaotic Good
Armor Class 18 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
19 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +7, CON +9, WIS +8, CHA +9
Skills Deception +8, Perception +12, Stealth +6
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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

Haunting Melody.  The Siren Dragon possesses an almost humanoid vocal quality which it uses to sing hauntingly beautiful melodies that can be heard for up to a mile away from it's lair. These melodies are irresistible to most all that hear it and require a DC 15 wisdom save to be able to resist the song. On a failed save, any creature that hears the song is drawn directly toward the dragon. On a successful save, the creature is immune to the song for the next 24 hours.

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: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 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 16 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.

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

Amber Breath. The dragon exhales hot liquid amber in an 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 50 (10d8) fire damage on a failed save, and become restrained as the amber dries. A DC15 Strength save is required to break the amber. On a successful save, the creature successfully avoids the amber and takes no damage.

Siren Song. The dragon belts an irresistible song  in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature is charmed and cannot attack the dragon unless provoked for the next 5 minutes. On a successful save, the creature is not charmed and is immune to the song for the next 24 hours.

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. The dragon can then fly up to half its flying speed.

Description

The Siren Dragon is a devious and cunning creature. Often perching in corridors and hilltops obscured from view so that their songs lure creatures in as close as possible. Ambush predators by nature, these dragons rarely chase prey. While Siren dragons prefer to lure large game for their meals, the unwary adventurer is never turned away.

Lair and Lair Actions

A Siren Dragon’s Lair

Siren dragons dwell in dry uplands and on hilltops, as well as narrow cave chains, deeply wooded forest groves, coastal sea caves, and underground pits dug in the grasslands. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • 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 chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

 

Habitat: CoastalForestGrasslandHillMountainSwamp

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