Huge Swarm of Huge dragons, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 200 (18d12 + 86)
Speed 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +7, CON +10, INT +7, WIS +6, CHA +8
Skills Perception +11, Stealth +7
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Undead. The skeletal dragon doesn't need to breath or sleep.

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

Reassemble. If a part or several parts of the skeletal dragon fall off are detached they reassemble themselves back onto the skeletal dragon.

Necrotic Aura. The skeletal dragon casts an aura causing decay on any players within a 10-foot radius of the monster. Hit: 7 [rollable](1d10 + 6) necrotic damage.

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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 acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Reactions

Auto-necromancy. The dragon appears to be a lifeless pile of bones until a campaign member enters within a 20-foot radius of it at that moment the bones will reform into the shape of an adult dragon.

 

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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A huge adult dragon that is only made up of it's skeletal remains it has an eerie green glow in it's eye sockets and in between it's wing bones resembling wing webbing.

Lair and Lair Actions

Skeletal dragons dwell in abandoned areas and dark dungeons on the frayed edges of civilization. A skeletal dragon’s lair is a dismal chasm, grotto, or ruin that has little to no light where the dragon rests, and where its victims can rot. The lair is littered with the poisoned bodies of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Gargoyles, specters, and snakes infest the lair, which is filled with the stench of death and decay.

Lair Actions

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

  • Clouds of shadow that the dragon can see within 120 feet of it surge outward in a grasping darkness. Any creature on the ground within 20 feet of such a cloud must succeed on a DC 15 Constitution saving throw or be pulled back to 20 feet into the shadows and knocked prone.
  • A cloud of poisonous gasses fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon 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 15 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 10 (3d6) poison damage.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

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

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since it is near impossible to see, and the chasms are thick filled with poisonous gasses.
  • Light sources within 1 mile of the lair are supernaturally snuffed. Enemies of the dragon that walk within 1 mile of the chasms have their vision decreased massively.
  • Poison fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, gasses remains as they were, but other effects fade over 1d10 days.

Habitat: UnderdarkUrban

RubiSutribon

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