Huge Plant, Lawful Evil
Armor Class 25 (natural armor)
Hit Points 500 (22d20 + 154)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +8, CON +14, WIS +10, CHA +11
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 90ft, Passive Perception 27
Languages Common, Draconic
Challenge 22 (41,000 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.

Plant Camouflage. The Cabbage Dragon has advantage on Dexterity (stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The Cabbage Dragon regains 50 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the Cabbage Dragon next turn. The Cabbage Dragon dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Thorny Body. At the start of its turn, the Cabbage Dragon deals 20 (3d12) piercing damage to any creature grappling it.

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 (4d10 + 8) piercing damage plus 10 (6d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (5d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (6d8 + 8) 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.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 90-­-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d8) poison damage on a failed save, or half as much damage on a successful one.

Reactions
Opportunity Attack:   You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach
Legendary Actions

The  Cabbage 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.

Teleport (1point). The Cabbage Dragon magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the Cabbage Dragon is familiar with, up to 1 mile away.

Tail Attack. The Cabbage Dragon makes a tail attack.

Enslave (2 points). The Cabbage Dragon targets one creature it can see within 30 feet of it. The target must succeed on a DC 20 Wisdom saving throw or be magically charmed by the Cabbage Dragon until the Cabbage Dragon dies or until it is on a different plane of existence from the target. The charmed target is under the Cabbage Dragon control and can't take reactions, and the Cabbage Dragon and the target can communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Cabbage Dragon.

Description

The most cunning and treacherous of true dragons, Cabbage dragons use misdirection and trickery to get the upper hand against their enemies. A Cabbage dragon is recognized by the fact its made out of Cabbage......RUN

Lair and Lair Actions

The forest-loving Cabbage Dragon sometimes compete for territory with other dragons in farm land.  However, a farm land controlled by a Cabbage Dragon is easy to spot. The entire areas crops begin to come to life. At the center of the farm land, a Cabbage Dragon chooses a farm plot for its lair, preferring it being rich in soil.

Lair Actions

On initiative count 20 (losing initiative ties), the Cabbage 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:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.

Regional Effects

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

  • Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
    Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
  • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
  • Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

Habitat: ForestGrasslandMountain

Payne0634

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