Huge Dragon, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 500 (19d12 + 133)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
29 (+9)
DEX
13 (+1)
CON
27 (+8)
INT
16 (+3)
WIS
15 (+2)
CHA
21 (+5)
Saving Throws DEX +8, CON +15, WIS +9, CHA +12
Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcaster (Psionics)  Spell Save DC(15)

At will: Detect Thoughts

2/Day: Plane Shift(Self Only)

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

Regeneration At the start of every turn the Adult Mutant Dragon regenerates 15 HP.

Necrotic Abosorbtion Anytime the creature is dealt necrotic damage it regenerates for half of the damage dealt.

Stench Any creature that starts its turn within 5ft of the creature must make a DC 19(Constiution Saving Throw) or be poisoned, if a creature succeeds it is immune to this ability until 24 hours pass.

Undead Fortitude If the damage reduces the creature to 0 hit points, it must make a Constiution Saving Throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success the creature drops to 1 hit point instead.

Turn Immunity This creature is immune to any affects that turn undead.

Spell Resistance This creature has advantage on saving throws against spells and other affects.

Flailing Tentacles Any creature that starts its turn within 5ft of the creature takes 8 bludgeoning damage and 2 physcic damage.

Actions

Multiattack. The dragon can use its Maddening  Presence. It then makes three attacks: one with its bite and two with its claws, tentacle attacks can replace Claw attacks, and tail attacks can replace bite attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (2d10 + 8) piercing damage. Add 6 necrotic damage and 6 physic damage. If it hits a creature, that isn't an elf or undead, with this attack it must make a DC 19(Constiution Saving Throw) or be paralyzed for a minute, a creature paralyzed in this way may repeat the saving throw at the end of its turns. 

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 8) slashing damage. Add 2 necrotic damage and 2 physic.

Tentacle Melee Weapon Attack +14; reach 5ft, Hit: 12 bludgeoning damage, 2 necrotic damage, and 2 physic damage. A target is then grappled and restrained with a DC 21(Athletics) or DC 21(Acrobatics) check to escape. When a creature is grappled by this attack, the Dragon can make an additional tentacle attack against the creature as a bonus action.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 20 (2d8 + 8) bludgeoning damage. Add 2 necrotic and 2 physic damage.

Maddening 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 21 Wisdom saving throw or become frightened for 1 minute. While frightened in this way a crrature is also disturbed, acting as if under the effects of the confusion spell. 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.

Mutative Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 70 (12d10) necrotic damage and 10 physic damage on a failed save, or half as much damage on a successful one. If a creature is affected by maddening presence they take an extra 14 physic damage.

 

Reactions

Accelerated Tentacles The dragon starts flailing its tentacles wildly giving it a +4 bonus to AC, and any creature grappled by it will take 8 bludgeoning damage and an additional 2 physic damage.

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.

Psychic Detection. The dragon makes a Wisdom (Perception) check. It has advantage if the creature is within 120ft of it and has an intelligence score of 4 or higher.

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 22 Dexterity saving throw or take 18 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Habitat: Urban

Turker04

Comments

Posts Quoted:
Reply
Clear All Quotes