Huge Dragon (Chromatic), Lawful Evil
Armor Class 23 Natural Armor
Hit Points 368 (24d12 + 212)
Speed 50 ft., Burrow 50 ft., Swim 50 ft., Climb 50 ft., Fly 100 ft.
STR
28 (+9)
DEX
16 (+3)
CON
26 (+8)
INT
20 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +10, CON +15, WIS +12, CHA +15
Skills Acrobatics +10, Arcana +12, Deception +15, History +12, Insight +12, Intimidation +15, Investigation +12, Persuasion +15, Religion +12, Stealth +27, Survival +12
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Cold, Fire, Lightning, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 29
Languages Common, Draconic, Infernal
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Amphibious. Anguisa can breathe air and water.

Ice Walk. Anguisa can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement.

Legendary Resistance (4/Day). If Anguisa fails a saving throw, she can choose to succeed instead.

Limited Magic Immunity. Limited Magic Immunity. Anguisa can’t be affected or detected by spells of 3rd level or lower unless she wishes to be. She has advantage on saving throws against all other spells and magical effects.

Living Shadow. While in dim light or darkness, Anguisa has resistance to damage that isn't force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.

Spellcasting. Anguisa is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 29, +17 to hit with spell attacks). Anguisa has the following sorcerer spells prepared:

Cantrips (at will): mage hand, fire bolt, ray of frost, acid splash, poison spray, [Tooltip Not Found]

1st level (4 slots): chromatic orb, shield, darkness

2nd level (3 slots): Invisibility, shadow blade

3rd level (3 slots): counterspell, dispel magic

4th level (3 slots): greater invisibility 

5th level (3 slots): enervation, hold monster, teleportation circle

6th level (2 slot): disintegrate, globe of invulnerability 

7th level (2 slot): plane shift, teleport

8th level (1 slot): dominate monster

9th level (1 slot): wish

Sunlight Sensitivity. While in sunlight, Anguisa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Anguisa can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 13 (2d12) necrotic damage.

Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Stinger. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 18 (2d8 + 9) piercing damage. The target must make a DC 24 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of Anguisa's choice that is within 120 feet of her and aware of her must succeed on a DC 23 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 Anguisa's Frightful Presence for the next 24 hours.

 Fire Breath (Recharge 5–6). Anguisa exhales fire in a 60-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 84 (22d6) fire damage on a failed save, or half as much damage on a successful one.

Acid Breath (Recharge 5–6). Anguisa exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 72 (16d8) acid damage on a failed save, or half as much damage on a successful one.

Poison Breath (Recharge 5–6). Angiisa exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 70 (20d6) poison damage on a failed save, or half as much damage on a successful one.

Lightning Breath (Recharge 5–6). Anguisa exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 77 (1 Inc 14d10) lightning damage on a failed save, or half as much damage on a successful one.

Cold Breath (Recharge 5–6). Anguisa exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Shadow Breath (Recharge 5–6). Anguisa exhales engulfing shadows in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature takes 65 (10d12) necrotic damage and is frightened of Anguisa for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at end of each of its turns, ending the effect on itself on a success. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after Anguisa in the initiative count. The shadow is under Anguisa's control.

Bonus Actions
 
 
 
Legendary Actions

Anguisa 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. Anguisa regains spent legendary actions at the start of her turn.

Detect. Anguisa makes a Wisdom (Perception) check.

Stinger Attack. Anguisa makes a stinger attack.

Wing Attack (Costs 2 Actions). Anguisa beats her wings. Each creature within 10 feet of Anguisa must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. Anguisa can then fly up to half her flying speed.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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