Huge Dragon, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 212 (17d12 + 85)
Speed 40 ft., Fly 60 ft., Swim 40 ft., Burrow 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
14 (+2)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws DEX +8, CON +12, WIS +7, CHA +11
Skills Insight +7, Perception +11, Stealth +7
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Damage Immunities Acid
Condition Immunities Exhaustion
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 30 ft muddy ground and muddy water count as the same as solid rock., Passive Perception 21
Languages Abyssal, Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

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

rising dead

All creatures dropped to 0 hp by the dragon or is dropped to 0 hp while they have exhaustion from the wasting breath die and raise as zombies.The zombies deal an extra 1d6 acid damage on a succesful attack and are immune to acid damage.The zombies are under it´s control and start with 1d6 temp hp.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes 4 attacks: two 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 plus 4 (1d8) necrotic 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 dragons uses one of the following breath weapons

 

Acid Breath . The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.On a failed save they also take an extra 2d8 necrotic damage for every level of exhaustion they have.

wasting breath 

the dragon exhales a 15ft cone of death and decay.Each creature in the cone must make a dc 20 con save or gain a level of exhaustion.

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.

Habitat: Swamp

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