Huge Dragon, Any Lawful Alignment
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., climb 30 ft., fly 80 ft.
STR
25 (+7)
DEX
14 (+2)
CON
23 (+6)
INT
12 (+1)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +7, CON +11, WIS +7, CHA +9
Skills Acrobatics +12, Perception +7, Stealth +7
Damage Immunities Lightning
Condition Immunities Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic
Challenge 16 (15,000 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: +12 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 19 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.

Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales static in a 30-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw or be paralyzed 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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. 

Description

On the peaks and calderas of barren mountains, Sein dragons gather in incredible numbers once per century, crowding together in massive nesting colonies. Similarly to common seabirds, the Seins will remain in the colony for weeks or months at a time without food or water as they wait for hatching conditions to reach their peak. They arrange their eggs carefully on outcroppings of solid granite, guarded by the last season’s young. 

When summer storms crest the mountain, the hundreds of waiting dragons take to the air. Spiraling and climbing upwards in unison, Sein dragons fly to extreme altitudes, the most ancient among them entering the very heart of the storm. What follows is one of the most remarkable sights in recorded history: a near-constant barrage of lightning that chains between the circling dragons all the way down to the nests below. Saved by their highly conductive shells, the eggs are rapidly oxidized as lightning harmlessly passes through them and into the stone beneath. When this aerial dance ends, the young dragonlings emerge in hordes from the dust and bathe in the ozone-rich atmosphere to harden their scales. 

For a time, much of the Sein colony remains near the mountain, decimating the nearby wilderness as they gather immense amounts of prey to sustain the voracious hatchlings. Eventually though, they all must leave the mountain and abandon the next generation of Seins to live or die by their own strength.

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:

  • Lighting strikes within 120 feet of the dragon, as if summoned by the spell Call Lightning cast at 3rd level. The Dexterity saving throw DC is 15.
  • Lighting arcs, forming a 5-foot-wide line between two of the nest's solid surfaces that are within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Environment: Mountain

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