Gargantuan Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 350 (20d20 + 140)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
13 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +8, CON +14, WIS +10, CHA +11
Skills Deception +11, Perception +17, Stealth +8
Damage Immunities Thunder
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 19 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.

Sonic Breath. The dragon exhales a howling blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 63 (14d8) thunder damage on a failed save, or half as much damage on a successful one.

Maddening Breath. The dragon exhales a maddening wail in a 90-foot cone. Each creature in that area must succeed on a DC 22 Wisdom saving throw or be stunned 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.

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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Howling dragons originate from the plane of Pandemonium. Their scales are a mix of black and dark purple. They have intimidating bright-yellow eyes. From their dark lairs, they scheme to wreak destruction and prey on other creatures.

Lair and Lair Actions

A Howling Dragon’s Lair

Howling dragons reside in deep, isolated caverns- anywhere that resembles the depths of Pandemonium.

Lair Actions

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

  • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and all flames are extinguished.
  • The dragon casts a dreadful glare in an area it can see within 120 feet of it. Each creature within a 20-foot radius centered on a point the dragon chooses must make a DC 15 Wisdom saving throw or take 5 (1d10) psychic damage and be frightened until the end of its next turn.

Regional Effects

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

  • Windstorms rage within 6 miles of the lair.
  • Illusory noises such as howling and cacophony echo throughout various parts of the lair.
  • Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of nervous giggling, as madness begins to creep into their minds.

If the dragon dies, the windstorms fade over the course of 1d10 days. The other effects end immediately.

Habitat: Underdark

Lumatyr

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