Huge Dragon, Chaotic Good
Armor Class 19 (natural armor)
Hit Points 173 (15d12 + 75)
Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
20 (+5)
DEX
16 (+3)
CON
21 (+5)
INT
12 (+1)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws DEX +8, CON +10, WIS +6, CHA +8
Skills Perception +6, Persuasion +8, Stealth +8
Damage Immunities Necrotic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5

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: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) necrotic damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) 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 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.

Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons:

Fungal Breath. The dragon exhales spores in a 60-foot-cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 50 (14d6) necrotic damage on a failed save, or half as much damage on a successful one.

Miasmic Breath. The dragon exhales acrid liquid in a 60-foot-line that is 5 feet wide. Each creature in that line must succeed on a DC 18 Constitution saving throw or fall under the effects of the Confusion spell until the end of its 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.

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 19 Dexterity saving throw or take 12 (2d6 + 5) damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Bacu dragons nest exclusively in mounds of rotting plant material, and their eggs lay dormant until the extreme heat of spontaneous combustion triggers them to hatch. Because of these specialized requirements, it was historically common for a pair of Bacu dragons to go decades without successfully raising a single clutch of eggs, leaving behind many abandoned nests that failed to ignite. In the past several generations however, their numbers have increased exponentially with their nests now being among the most successful of any species. 

This new development is due to the remarkable relationship forged between Bacus and a select few isolated farming communities. Following the yearly harvest, farmers will leave behind large bales of hay seeded with wild mushrooms and fungus in their now barren fields. Within hours of preparing the bales, mated pairs of Bacu dragons descend on them, burying a small clutch of eggs within the hay and beginning a weeks-long vigil over the surrounding area. While farmers handle the delicate work of maintaining the nest, the Bacu viciously attack anything that threatens their nest and, by extension, the entire rural community. With the farmers’ help, the vast majority of nest mounds combust and fields are quickly overrun with hatchlings hunting rats and other pests.

Lair and Lair Actions

Nest Actions

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

  • Five villagers, using Guard stats, come to the aid of the dragon.
  • Three Swarms of Rats scatter onto the field. They are unaligned and will attack anything they encounter as they flee.

 

Environment: GrasslandUrban

OfficialDieHardDice

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