Huge Dragon, Neutral
Armor Class 18 Natural armor
Hit Points 172 (15d12 + 75)
Speed
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
15 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +5, CON +10, WIS +7, CHA +8
Damage Immunities Cold
Senses Blindsight, Darkvision, Passive Perception 22
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Arcanomagnetic Repulsion. Attacks made against the dragon with ferrous weapons or ammunition have disadvantage. The area within 20ft. of the dragon is difficult terrain for creatures wearing ferrous armor. This trait is only active when the dragon's horns are both intact.                                                                                                                      Legendary resistance (3/day).  If the dragon fails a saving throw, it can choose to succeed instead.                                                                                                  Superconductor. If the dragon takes 5 or more fire damage at a time, it's flying speed is reduced by 30ft. until the end of it's next turn. If it's flying speed is reduced to zero, it immediately falls 100ft., and on it's next turn, it falls another 100ft. on it's next turn.

Actions

Multiattack. The dragon makes three attacksone with it's bite and two with it's claws, or three with it's sword shot.                                                                                                         Bite. +11 to hit, reach 10ft., one target. Hit: 17(2d10 + 6) piercing damage plus 4 (1d8) force damage.                                                                                                                                   Claw. +11 to hit, reach 5ft., one target. Hit: 13 (1d12+6) piercing damage.                          Sword Shot. +11 to hit, reach 50/150ft., one target. Hit:12 (1d12+6) piercing damage.   Breath Weapons (Recharge 5-6). The dragon uses one of these following breath weapons.                                                                                                                                           Storm of Swords. The dragon shoots a torrent of sharp metal objects in a 60ft. cone. Each creature in that area must make a DC18 DEX save or take 45(13d6) damage or taking half on a success.                                                                                                                Repulsion Breath. The dragon exhales repulsion energy in a 30ft. cone. Each creature  in that area must make a  DC18 STR save.  On a failed save, the creature is pushed up to 60ft. away from the dragon. A creature wearing ferrous armor has disadvantage on the save.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

The dragon can take up to 3 legendary actions,  choosing from the options below. Only one action option can be used at a time at the end of a creature's turn. The dragon regains a legendary action to spend at the start of it's turn.                                                    Detect. The dragon makes a Wisdom (Perception) check.                                                    Sword Shot. The dragon makes a sword shot attack.                                                            Blood Bend (Costs 2 Actions). The dragon exerts it's magnetic control over the iron in foes' blood. Each creature of the dragon's choice that contains blood and is within 10ft. of the dragon must succeed a DC18 STR save or be sent 10ft. and knocked prone. A creature wearing ferrous armor has disadvantage on the save. It can then proceed to fly up to half it's flying speed.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

ThePenguinEmporium

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