Huge Dragon, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 240 (20d12 + 120)
Speed 40 ft., Fly 80 ft.
STR
18 (+4)
DEX
22 (+6)
CON
23 (+6)
INT
18 (+4)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws DEX +11, CON +11, WIS +9
Skills Deception +7, Insight +10, Nature +4, Perception +10, Stealth +11, Survival +10
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight 120 ft., Darkvision 240 ft., Passive Perception 22
Languages Common, Draconic, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Superior Blindsight. 120ft due to Underdark habitat.

Natural Camouflage. The dragon gains advantage on Dexterity (Stealth) checks when in its natural habitat of the Underdark.

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

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: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 4) 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.

Spore Breath (recharge 5-6). The dragon exhales spores in a 60-­foot cone. Each creature within that cone must make a DC 18 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one.

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.

Magical Mushroom Skin. The dragon uses its fungi bioluminescence to create a glowing display of lights on its skin. Each creature in the area who sees the display experiences the effect of the spell Hypnotic Pattern.

Pod Envelopment (Costs 2 Actions). The dragon opens the pod on the end of its tail to envelope a singular large creature or up to three medium creatures (providing they are within 5ft of one another). Creatures must make a Constitution saving throw at the beginning of their turn, whilst enveloped in the pod, or become poisoned. Creatures must spend an action actively prying open the pod to break free from the oozing spore-sack.

 

Description

The most beguiling and yet beautiful of dragons, spore dragons implement natural weapons and trickery to get the upper hand against their enemies. A spore dragon is recognised by the deep colours of its skin which shift and glow like the fungi of the Underdark. They are equally recognisable by the spore-sack pod at the end of its tail. Be wary and don't get too close otherwise, you might see what these features do first hand.

Lair and Lair Actions

 The Underdark dwelling spore dragons are in constant competition for their habitat fighting off against a myriad of beasts and monsters in the realm so dark and fear-inducing that very few seek to explore it. Though territorial, spore dragons are not easy to spot. They blend into their habitat from years of adaption. Though, the most observant may detect bioluminescent specs in the air which, the naturally inclined may determine to be spores.

Amongst the Underdark flora and fauna, the spore dragon makes its home in the recesses of giant mushrooms and fungi, where the vast majority hide in deep slumber. The bolder spore dragons will decorate their lair with only the brightest wildlife and, as such, some spore dragon lairs are more easily discoverable due to their glowing aura of bioluminescent flora, though, spotting the dragon who calls it home still remains a challenge.

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:

  • Fairy rings erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. The terrain within the fairy ring molds away and forms a sinkhole that is 20ft deep. Each creature within the fairy ring must succeed on a DC 18 Dexterity saving throw or fall 20ft to the bottom of the pit. The ground reforms when the dragon uses another lair action or when the dragon dies.

  • Magical spores form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. The affected creature(s) must succeed on a DC 18 Wisdom saving throw or be melded to the consciousness and will of the dragon, in effect, they are charmed by the dragon. The affected creature(s) makes a saving throw at the end of each of their turns to break free from this.

  • The dragon uses its beguiling influence to corrupt some of the surrounding flora and fauna within a 60ft sphere. 1d4 plants awaken and take on the properties of the violet fungus monster.

Regional Effects

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

  • Horrible shrieks can be heard within 3 miles of the lair due to the symbiotic and subservient relationship between shrieker and the spore dragon.

  • Shrieker and violet fungus dwell nearby and can be found in higher populations within 3 miles of the dragon’s lair.

  • Strange and beautiful bioluminescent spores fill the air within 1 mile of the lair.

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

Previous Versions

Name Date Modified Views Adds Version Actions
4/16/2021 9:55:51 PM
21
1
1.0.1
Coming Soon

Monster Tags: Cult of the Dragon

Habitat: Underdark

morganthetiefling99

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