Large Dragon, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 115 (15d10 + 45)
Speed 60 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
15 (+2)
WIS
9 (-1)
CHA
9 (-1)
Saving Throws DEX +6, CON +6, WIS +2, CHA +2
Skills Acrobatics +5, Perception +6
Damage Immunities Acid
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amphibious. Alexia can breathe air and water.

Actions

Multiattack. Alexia makes two attacks: one with its tail swipe, and one with its stinger.

Tail Stinger. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d 8 + 3) piercing damage plus 4 (1d8) necrotic damage.

Tail Swipe. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 3) slashing damage.

Acid Breath (Recharge 5–6). Alexia exhales acid in a 30­-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 14 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Tail attack: (Costs 1 Action).

Disengage: (Costs 1 Action) Half movement speed, but you can disengage from an encounter without provoking attack of opportunity.

Wing Attack: (Costs 2 Actions). Alexia quickly flaps her wings. Each creature within 15 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take (1d6 + 3) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Alexia dwells in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where Alexia rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

Lair Actions

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

  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point Alexia chooses within 120 feet of it. The cloud spreads around corners and remains until Alexia dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 13 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 5 (3d6) piercing damage.
  •  Alexia chooses two points within 60 feet of her, tentacles appear in the chosen area and make a grapple attempt against any player within 10 feet of the tentacle. On a successful attempt the target player is considered grappled and their movement speed becomes 0. To escape the grapple the players must either destroy the tentacle or attempt to break free from the grapple by making either an athletics or acrobatics check. The tentacle must use athletics to contest the players escape attempt.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2021 3:37:01 AM
6
0
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Coming Soon

Habitat: Swamp

Raven879

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