Large Dragon, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
24 (+7)
DEX
14 (+2)
CON
23 (+6)
INT
14 (+2)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +9, CON +13, WIS +9, CHA +9
Skills Perception +16, Stealth +9
Damage Vulnerabilities Acid, Thunder
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Fire, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d8) force damage. If hit by this you must roll a a DC 14 CON saving throw of have a bone broken or shattered if failed by more than 5 a bone is shattered. 

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. If hit by this you must roll a a DC 14 CON saving throw of have a bone broken or shattered if failed by more than 5 a bone is shattered. 

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. If hit by this you must roll a a DC 16 CON saving throw of have a bone broken or shattered if failed by more than 5 a bone is shattered. 

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.

Bone Crusher Breath (Recharge 4–6).

 Bone Crusher Breath: This Dragon exhales in a 100ft cone dealing hit: 60 (6d10 + 30) force damage or half as much if a DC 20 CON save is made. This breath also summons a boneyard expanding the entire range of the breath. All those hits also must make a DC 18 STR saving throw or have a bone of their's broken or shattered for which bone is broken that is the dragon's choice if a bone is broken in your hands, arm, or chest your hit is reduced 1d12 + 3. If a Bone is Broken in your back, legs or feet reduce your movement speed and all-terrain is considered difficult until this condition is healed which to cure you must be healed with at least 10hp. If a bone is shattered the effects are doubled so half movement goes to full and hit is reduced by 2d12 + 3 you must also now be fully healed to cure the shattered bone. The bone field is considered difficult terrain and only lasts for 6 turns. 

 

Bonus Actions

Bone Expert: The Dragon can freely create anything that it wills from bones. This includes armor, weapons, and magical items. The dragon can create weapons that target anyone that is in the bone field from its breath weapon can be targetted by bone weapons that are equal to +5 weapons in terms of damage, this dragon can create any weapon that it has seen before to dodge this a DC 18 DEX saving throw must be made. The dragon can target 1 person for every 5ft of bone that is created by the breath it can only target a max of ten targets every time it takes this action. If the Dragon can target 1 creature exhausting the bone field sealing them within a layer of solid bone creating a circle around the creature. This is then raised into the air 100ft where spikes are formed on the inside and closes in 1d4 + 2 ft every turn the sphere starts at 20ft wide. To escape or break the bones surrounding you it is a DC 25 STR or DEX check. If you are fully impaled by the sphere of bone down to 3ft at least you start to take damage 14d12 piercing damage. This damage increases by 2d12 every foot that it gets smaller below 3ft. At 0ft you must make a death saving throw if you fail one of your bones is removed from your body the cage is then dispelled and you fall 100ft. The bone is then transferred to the BoneBreaker Dragon gaining your hitpoint maximum in temp hp. it also gains a modifier of yours to add to its own.  The armor that can be created from the bone can be added to the dragon's AC maxing out at 22. The Magical items are limited to rare magical items and can not be used in the bone fields' targeting.  These magical items can only directly be used by the dragon. 

Reactions

Bone Domain: Any attack that uses bones to attack such as a muscle being used has disadvantages against this dragon. 

Bone Pains: The Dragon can choose to when an enemy enters a 30ft range to snap one of the bones the creature chosen must make a DC 16 CON save or have their bone broken or shattered if failed by more than 5 it is shattered follow the breath weapon's rules for shattered and broken bones. 

Eternal Fire: All those that attack the dragon are ignited taking 1d6 fire damage and must roll 1d20 or be ignited if a DC 10 is not passed dealing 1d4 + 1 per turn if you are ignited. 

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 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

This Dragon is always on fire but has no skin at all being made of just bone. Having a flaming blue core at its center that is heavily guarded by the bones of fallen enemies that the dragon has slain. 

Habitat: Desert

killermike27

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