Huge Dragon, Chaotic Evil
Armor Class 18 Natural armour
Hit Points 224 (14d20 + 84)
Speed 40 ft., Swim 80 ft.
STR
22 (+6)
DEX
12 (+1)
CON
22 (+6)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +11, CON +11
Skills Arcana +5, Athletics +11, Perception +7, Survival +7
Damage Resistances Acid, Poison
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Truesight 60ft, Passive Perception 12
Languages Abyssal, Draconic, Primordial, Sylvan Understands Common
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Amphibious: The dragon can breathe air and water.

Multi Attack: The dragon can use its Frightful Presence. It can make three attacks: one with its Bite or Tail or two with Claw attacks.

Toxic Creature: This creature is immune to being Paralysed and Poisoned. Additionally, they have resistance to Acid and Poison damage.

 

Actions

Bite: 5ft/10ft range, +11 to hit, 2d10+6 Piercing damage plus 1d8 Acid damage. 

Claw:  5ft range, +11 to hit, 2d6+6 Slashing damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must pass a DC 16 WIS save or become Frightened for 1 minute. They 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, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Innate Spellcasting: This creature knows the Dominate Beast and Message and Sending spells and can cast them at will.

Tail. 5ft/15 ft range, +11 to hit, 2d8+6 Bludgeoning damage. A creature hit by this attack must pass a DC16 STR save or be knocked Prone.

Paralysis Breath: 60ft line, 5ft width. All creatures caught in the line must pass a DC17 DEX save or take 10D8 Acid damage (half on a pass) and become Paralysed for a minute. Once the paralysis subsides, affected creatures become immune to Paralysis for 24 hours. This ability recharges on a 5-6 on a D6.

Legendary Actions

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

Tail. 5ft/15 ft range, +11 to hit, 2d8+6 Bludgeoning damage. A creature hit by this attack must pass a DC16 STR save or be knocked Prone.

Description

Reef dragons are slender reptiles that live near coastlines and coral reefs. They have vibrant black and yellow scales, a long neck and tail and webbed feet. They spend most of their time underwater in hidden caves too deep for mortals to bother them in. They are fully capable of speaking mortal languages but their disdain for humanoids runs so deep that they refuse to use them on principle. Reef Dragon scales are smooth and arrow shaped, an angular ridge runs along each one to help them swim faster. Most of their lives are spent preying on the largest prey they can find and scaring lesser predators into fealty to them. They rule their primitive kingdoms like tyrants demanding tithes of food from their unwilling subjects in return for their continued survival.

Their magical aptitude is limited but potent. They excel at spells that command creatures to follow their orders. The breath of a Reef Dragon paralyses its victims so it can kill or brag to them while they're unable to retaliate. Their claws and fangs are coated with a virulent toxin that eats through flesh at a frightening rate.  Dracologists theorise that reef dragons are distant relatives of black dragons for they get a kick out of dominating smaller beings and have no qualms about killing those who displease them in any way.

Lair and Lair Actions

Within 1 mile of a Reef Dragon's Lair, the following effects occur;

  • Creatures with resistance to Poison or Acid damage lose those damage resistance.
  • All creatures that deal Poison or Acid damage with an attack or spell can re-roll damage dice rolls of 1.

Lair Actions

Searing Spheres: The dragon summons up to three spheres of superheated water within 30ft. All creatures who come into contact with a sphere must pass a DC16 DEX save or take 6D6 Fire damage. The spheres last for one turn.

Vortex: The dragon summons a swirling whirlpool around it. All weapon attacks made against the dragon are made with disadvantage for the next 1+1D2 turns

Previous Versions

Name Date Modified Views Adds Version Actions
11/30/2021 9:50:28 PM
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Coming Soon

Habitat: Coastal

ByzantiaDev

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