Huge Dragon, Lawful Neutral
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 60)
Speed 40 ft., Burrow 30 ft., Climb 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws DEX +8, CON +10, WIS +8, CHA +9
Skills History +9, Perception +13, Persuasion +14, Stealth +8
Damage Resistances Necrotic
Damage Immunities Poison, Thunder
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting (Psionics). The dragon’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:

1/day each: scrying, telekinesis, teleportation circle

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Tunneler. The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake.

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes two melee attacks, one with its bite and one with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) thunder damage.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10 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 17 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.

Shadow Breath (Recharge 5–6). The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control. 

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.

Tail Attack. The dragon makes a tail attack.

Telekinetic Fling. The dragon chooses a Small or smaller object that isn’t being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) bludgeoning damage.

Teleport (Costs 2 Actions). The dragon magically teleports to an unoccupied space it can see within 30 feet of it.

Lair and Lair Actions

A Sapphire Dragon’s Lair

Sapphire dragons make their lairs in sprawling caverns and tunnels. As they grow older, they make extensive renovations and customization to their lairs thanks to their command over the stone’s substance, and their natural tunneling abilities.

The dragons eventually create a dizzying honeycomb of hidden passages, thin walls, and secret chambers that allow them to traverse their entire lair unseen by intruders. There might be no easily accessible entrances or exits in the lair itself, without using magic or tunneling.

Lair Actions

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 dragon targets a creature within 120 feet of it that can hear and understand it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the following round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to itself.
  • The dragon touches a section of stone up to 10 feet in any dimension. The dragon can form the stone into any shape that suits its purpose.
  • A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, vulnerability to thunder damage, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies.

Regional Effects

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

  • Giant spiders are attracted to the area within 6 miles of the lair and settle there in large numbers.
  • Natural stone within 6 miles of the lair grows plentiful crystal formations and sapphire gemstone veins, particularly underground.
  • Natural stone within 6 miles of the lair becomes a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no components, targeting any natural stone formation in that region.

Monster Tags: undeadPsionic

Habitat: Underdark

The_blood_god

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