Huge Dragon (Shapechanger, Shifter), Lawful Evil
Armor Class 18 Natural Armor
Hit Points 498 (42d12 + 210)
Speed 60 ft., Burrow 40 ft., Fly 100 ft.
STR
28 (+9)
DEX
20 (+5)
CON
26 (+8)
INT
18 (+4)
WIS
19 (+4)
CHA
23 (+6)
Saving Throws DEX +11, CON +14, WIS +10, CHA +12
Skills Deception +11, Intimidation +11, Perception +8, Stealth +11
Damage Resistances Force, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Necrotic
Condition Immunities Charmed, Frightened, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 60 ft., Truesight 10 ft., Passive Perception 18
Languages Common, Draconic, Infernal
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance(3/day).  If the dragon fails a saving throw, it can choose to succeed instead.

Darkness Cloak. The dragon has advantage on DEX Stealth checks in dim light and is considered Invisible in darkness.

Actions

Multiattack.  The dragon can use its Frightful Presence or Shapeshift. It then makes three attacks: one with its bite and two with its claws. It can replace it's bite and one claw attack with one of it's breath weapons if it's recharged.

Bite.Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 38 (10d6) Piercing damage plus 17 (3d10) Lightning damage.

Claws.Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 24 (8d6) Slashing damage.

Tail.Melee Weapon Attack: +15 to hit, reach 20 ft., 1 target. Hit: 28 (7d6) Bludgeoning damage and the target must succeed a DC 17 STR saving throw or be launched backward 20 ft. and falls Prone. 

Shapeshift(Recharge 6). The dragon magically polymorphs into any non-good alignment creature that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and INT, WIS, and CHA scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any  legendary actions of that form.

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 WIS 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.

Lightning Breath(Recharge 5-6).The dragon exhales lightning in a 90-­foot cone. Each creature in that line must make a DC 19 DEX saving throw, taking 56 (12d10) Lightning damage on a failed save, or half as much damage on a successful one.

Necrotic Breath(Recharge 6). The dragon exhales Necrotic Energy in a 90-foot cone that is 10 feet wide. Each creature in that line must make a DC 24 DEX saving throw, taking 82 (18d12)Necrotic damage on a failed save, or half as much damage on a successful one.

 Weakening Breath(Recharge 6). The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 25 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

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 WIS Perception check.

Move. The Dragon moves up to one of it's speeds other then flying.

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 DEX saving throw or take 24 Bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Description

What was once just a Young Blue Dragon is now a corrupt dark Necrotic and upgraded version that can Polymorph into other creatures. Navy in color with black spikes. 

Lair and Lair Actions

Changelectroling dragons make their lairs in barren places like the blue dragons, using their breath weapons and their burrowing ability to carve out large caverns and tunnels within preexisting caves.

Thunderstorms and dark magic storms rage around the dragon’s lair, and narrow stone tubes lined with glassy sand and spikes ventilate the lair, all the while avoiding the deadly sinkholes and wild magic that are the dragon’s first line of defense.

The dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.

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:

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 18 Dexterity saving throw or take 3d6 bludgeoning damage and be knocked Prone and be buried. The buried target is Restrained and unable to breathe or stand up. A creature can take an action to make a DC 16 STR check, ending the buried state on a success.
  • A cloud of dark magic swirls about in a 60-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be Blinded for 1 minute and takes 5d10 Necrotic damage. The cloud has the exact effect of the Darkness spell. A creature can repeat the saving throw at the end of each of its turns, ending the Blinded condition on itself on a success.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 17 DEX saving throw or take 5d6 Lightning damage.

Regional Effects

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

  • Thunderstorms rage within 5 miles of the lair.
  • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom Perception check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 17 DEX saving throw or sink 1d6 x 10 feet into the sinkhole.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes, and take 2d12 Necrotic damage and 2d12 Poison damage.
  • Dark magic storms rage around the dragon's lair. Once  each hour that the party spends within 5 miles of the lair roll a d6. See below for effects.

• 1.Enemies of the dragon within 5 miles of the lair lose 20 hit points.

•2.Enemies of the dragon within 5 miles of the lair become effected by an effect identical to the True Polymorph spell. DM chooses the results of the spell.

•3.Magical Darkness covers the area within 5 miles of the lair. The effect is identical to the Darkness spell. The effect lasts 1 minute.

•4.Enemies of the dragon within 5 miles of the lair must succeed a DC 15 CON saving throw or become Blinded, Deafened, or Poisoned for 1 minute. DM chooses effect.

•5. Enemies of the dragon within 5 miles of the lair become effected by any 5th level or lower spell of the DM's choice. 

•6.Enemies of the dragon within 5 miles of the lair drop to 1 hit point(1/day).

 

If the dragon dies, the water sources return to normal in 1d10 days. Any sinkholes remain where they are. All other effects are disappear within 5 hours of the dragon's death.

Previous Versions

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9/7/2021 11:30:41 PM
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Monster Tags: Shapechanger

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

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