Huge Dragon, Neutral Good
Armor Class 18 Natural Armor
Hit Points 180 (18d12 + 72)
Speed 40 ft., Fly 90 ft., Climb 40 ft., Burrow 20 ft.
STR
22 (+6)
DEX
18 (+4)
CON
19 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws STR +12, DEX +10, CON +10, WIS +10
Skills Acrobatics +10, Deception +13, Perception +16, Stealth +10, Survival +10
Damage Vulnerabilities Cold, Fire
Damage Resistances Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Poisoned
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 26
Languages Common, Draconic, Goblin, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Compound Eyes. The dragon can see a 360 view around itself.

Flyby. The dragon does not provoke attacks of opportunity when it flies out of an enemies reach.

Keen Sight. The dragon has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The dragon has advantage on saving throws against Spells and other magical effects.

Poison Hide. Any Creature of the dragon's choice that comes into contact with it takes 1d6 poison damage.

Innate Spellcasting. The dragons spellcasting ability is Charisma (spell save DC 21). The dragon can innately cast the following spells, requiring no material components:

At will: Invisibility, Silent Image 

3/day each: Greater Invisibility, Hypnotic Pattern, Phantasmal Killer

1/day each: Geas, Prismatic Spray

Actions

Multiattack. The dragon can use its Select Powder or Whirlwind. It then makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) [damage type] damage. 

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) [damage type] damage. 

Select Powder. The moth dragon can produce a number of different powders from its wings. The dragon disperses these powder in a 30-foot cone. All creatures in the area must succeed on a DC 18 Constitution saving throw or succumb to the effects of the powder for 1 minute. Choose one of the following powders. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success:

  • Charred Powder. An affected creatures skin feels as though it is on fire. Their eyes unable to keep themselves open. A creature affected by this powder can see only out to a range of 10 ft. At the end of this creatures turn they suffer 1d4 fire damage.
  • Poison Powder. An affected creatures body stiffens and locks. Those creatures movements speed becomes 10 feet and they can only use a single action or bonus action on their turns.
  • Sleeping Powder. An affected creature fall to the ground unconscious, as if under the effects of the sleep spell.

Whirlwind. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed a DC 18 Strength saving throw or be knocked prone

Legendary Actions

The dragon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creatures turn. Spent legendary actions are regained at the start of each turn.

Detect (Costs 1 Actions). The dragon makes a Wisdom (Perception) check.

Select Powder (Costs 1 Actions). The dragon makes a select powder attack.

Whirlwind (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft of the dragon must succeed on a DC 18 Dexterity save or take 12 (2d6 +6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

This beautiful and deadly creature looks like the mix of a fairy dragon and a bagworm moth. Its huge size and powerful magic make it a deadly foe however due to its good nature and preference to be alone it rarely attacks unless provoked.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: fey

Habitat: ForestGrasslandMountain

Lilrobinbob

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