Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 80 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +7, CON +10, WIS +6, CHA +8
Skills Insight +12, Perception +11, Stealth +7
Damage Immunities Psychic
Condition Immunities Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Deep Speech, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Aberrant blood The dragon is considered both an aberration and a dragon.

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) psychic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tentacle Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.The target become grappled (escape dc 16).If the target of the attack is grappled they take 2d6 extra psychic 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.

Mind blast breath Breath (Recharge 5–6). The dragon releases destructive thoughts in a 45 ft cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) Psychic damage and become stunned till the end of their next turn.

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.

Tentacle Attack. The dragon makes a tail attack.

Tenctacle Flurry (Costs 2 Actions). The dragon flails with it's many tentacles. 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.

Lair and Lair Actions

Tumor dragons dwell in Forgotten places and caves.Many rest on mount dobyne,others lie in caves who's twist in both time and space.The lair of a tumor dragon is unhinged from reality drifting in time and often hosting it's own laws.These lairs are disgusting and always hold a chamber for research and one for brain storing. Remmants of the creature feast remain

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • The lair drifts through time,Becoming difficult terrain until intiative 20 on the next round
  • Tentacles sprout from the space below creatures feet.All creatures of the dragons choice are subject to the tentacle action.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

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

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted,and space itself coils away from traversing creatures.
  • Every 24 hours the lair drift 1d10 years to the past or future.If the creatures lair is a another place during that time the drift fails
  • Creatures are infected with nightmares of the dragon eating their brain within 6 miles of the lair.

If the dragon dies, The lair drifts in time for 1d4 more years but the other effects end right then.

Habitat: MountainUnderdark

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