Huge Dragon, Any Alignment
Armor Class 21 (natural armor)
Hit Points 385 (20d20 + 170)
Speed 60 ft., Burrow 60 ft., Fly 120 ft., Swim 60 ft.
STR
25 (+7)
DEX
28 (+9)
CON
26 (+8)
INT
25 (+7)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws STR +13, DEX +15, CON +14, INT +13
Skills Acrobatics +15, Insight +14, Intimidation +10, Investigation +12, Perception +14, Stealth +18
Damage Immunities Acid, Cold, Fire, Lightning, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Deafened, Frightened, Paralyzed
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 32
Languages Common, Draconic, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Keen Hearing and smell. the Dagon has advantage on perceptions checks that relate to hearing or Smell.

Pounce. If the dragon moves at least 40 feet straight towards a creature and the hits it with a claw attack on the same turn, the target must succeed on a DC 20 Strength saving throw or be knocked prone. if the target is prone the creature can make one bite attack as a bonus action.

Running Leap. with a 30 foot running start the dragon can long jump up to 45 feet 

Flaming (Recharges after a Short or Long Rest). If the Dragon would be reduced to 100 hit points, his current hit point total instead resets to 300 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance, Some of the dragons features start burning with a brilliant blue flame.

Legendary Resistance (5/Day). If the dragon fails a saving throw, he can choose to succeed instead.

 

Actions

Multiattack. The dragon makes 3 attacks per turn one Bite attack, one Claw attack, one Tail attack, one Ram attack or one charge attack.

Charge. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: (3d12 + 10) bludgeoning damage plus (2d10) force damage. the target must succeed on a DC 18 or be knocked prone.

Ram. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: (2d12 + 10) bludgeoning damage plus (2d10) piercing damage.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 22 (4d10) fire damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) slashing damage. If the target is a large or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The Dragon can have only one creature grappled this way at a time.

Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Breath Weapon (Recharge 4). The Dragon uses one of the following breath weapons:

Blue Flame Breath. The Dragon exhales radiant light blue flames in a 60-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking (12d10) Fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Psychic Push. the Dragon can use its bonus action to push a creature back up to 30 feet back, the target must succeed on a DC 20 strength Saving throw or be knocked prone.

 

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 his turn.

Attack. The Dragon makes Two attacks one Claw and Bite attack or one Charge and Ram attack.

Furious Bite (Costs 2 Actions). The dragon makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 23 Wisdom saving throw or become frightened of the dragon until the end of the target’s next turn.

Psychic Ram (Costs 2 actions). the Dragon makes one Ram attack. if the attack hits a creature, the target and those with in 5 feet of it must succeed on a DC 25 Dexterity Saving throw, on a success the creature takes an additional (3d6) Psychic damage and be pushed back 10 feet, on a success the target takes half damage.

Mythic Actions

If the Dragons Flaming trait has activated in the last hour, It can use the options below as legendary actions.

Tough Scales (Costs 2 Actions). The Dagon Hardens its scales to protect its self; it gains temporary hit points until the start of his next turn.

Earth Rapture (Costs 3 Actions). The Dragons Channels Its Flame to Summon four enormous Eruptions of magical Flames that erupts from the ground at four different points it can see within 150 feet of him and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 25 Dexterity saving throw or take (7d6) force damage and an (3d6) fire damage. A creature in the area of more than one lance is affected only once.

Description

Long forgotten the Medieval Dragon, is of formidable strength. The dragon displays the full glory of its time, slightly smaller the most ancient dragons its stands proud. Covered in thick scales that hid under its fur, its physical features combine various elements of different animals, combining them in different ways with each Dragon.

M_Zhapik

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