Huge Dragon, Neutral Evil
Armor Class 19 Natural Armor
Hit Points 207 (18d12 + 90)
Speed 40 ft., Fly 80 ft.
STR
18 (+4)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +6, CON +10, WIS +7, CHA +8
Damage Vulnerabilities Fire
Damage Resistances Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Natural Camouflage. As long as the dragon is sitting still and in the Toxic Tangle, the Dragon has a plus 15 to its stealth roll.

Shifting Defence Cloud. The dragon has control of the cloud of spores that surround it at all times. It may change the kind of spores that surround it at the end of its turn each round.

Ambush Spores. The dragon surrounds itself with a could of spores that radiate around it in a 10 ft radius. When a creature enters this radius and has failed its perception check against the dragon's stealth, the creature suffers a -10 to initiative, and the creature is vulnerable to the dragon's damage. If the creature rolls a negative initiative, the dragon immediately takes its round one turn against that creature.

Sleep Spores. The dragon creates a cloud of spores that radiates from it in a 30 ft radius, Any creature within that radius is affected by a 3rd level Sleep spell.

Pain Spores. The dragon creates a cloud with a radius of 40 ft around it. At the end of each creatures turn while in the radius. All creatures take 1d2 poison damage.

Actions

Melee Multi-Attack. The dragon makes two Claw attacks and one Bite attack.

 

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) [Slashing Damage] damage. 

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (3d# + 5) [Piercing ] damage. 

Mycelium Beam (Recharge 4-6). The dragon exhales a beam of spores in a 120-foot line. Each creature in that area must make a DC 18 Constitution saving throw, taking 18 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the creature failed its saving throw it is infected with Mycelium Rot, this is a disease that causes a point of exhaustion after each rest until a successful Medicine check of DC 20 is performed.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

Description

A huge dragon covered in sporous mushrooms that emit a huge could of spores at all times.

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.

Habitat: Underdark

Theo88