Huge Dragon, Neutral Evil
Armor Class 19 Natural Armor
Hit Points 207 (18d12 + 90)
Speed 40 ft., Fly 60 ft., Swim 80 ft.
STR
22 (+6)
DEX
15 (+2)
CON
21 (+5)
INT
15 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +7, CON +10, WIS +7, CHA +8
Skills Perception +7, Stealth +12
Damage Immunities Acid, Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight, Darkvision, Passive Perception 7
Languages Draconic Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water.

Styx Immunity. The dragon automatically succeeds on all saving throws against the effects of the River Styx's waters.

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

Actions

Multiattack. The dragon uses its Frightful Presence. It then makes three attack's: one with its bite and two with its tail.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (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 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.

Acid Breath (Recharge 5–6). The dragon exhales acid in a 15-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.

Styx Breath (Recharge 5–6). The dragon exhales stupefying gas in a 60-foot cone. Each creature in that line must make a DC 18 Wisdom saving throw, taking 49 (14d6) psychic damage on a failed save, or half as much damage on a successful one. In addition, on a failed save, the target's Intelligence score is reduced by 1 and they also have disadvantage to all Intelligence based saving throws and ability checks. 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 effects of the dragon's Styx Breath for the next 24 hours.

Bonus Actions

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

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Often found in the top layers of the Lower Planes, these beasts are one of the more dangerous denizens of the infinite river. Styx dragons look slightly different from more commonly known dragons. They have a long, serpentine body with small wings and claws protruding from their elongated necks. They have no legs, instead replaced by a wickedly barbed tail. Their slime-coated scales often range between dark browns and reds. Immune to the effect of the waters in the River Styx, the Styx dragons swim freely across the infinite river's expanse, easily hopping between many of the Lower Planes. They hunt and feed primarily off of fiends but more out of abundance than preference. Any creature with consumable flesh can be marked as prey when catching the attention of a Styx dragon. They normally lair deep burrowed tunnels along the banks of the River Styx.

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.

DrNightroad