Huge Dragon, Typically Chaotic Good
Armor Class 19 Natural armor
Hit Points 481 (40d12 + 5)
Speed
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
9 (-1)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws STR +9, DEX +9, CON +9, WIS +7, CHA +7
Damage Immunities Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Passive Perception 14
Languages Not my art, very good art though
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 35 (5d12 + 20) [poison] damage + (2d12) [piercing] damage. 

Scales. RangedWeapon Attack: +10 to hit, range 120/10 ft., 5 target. Hit: 23 (3d12 + 10) [piercing] damage.

Bonus Actions

Normal Bonus actions

Reactions

normal reactions

Legendary Actions

The Seamelter has 3 legendary actions.

Acid Splash (Costs 1 Action). Each creature within 50ft of the seamelter must make a dexterity save (DC 19) or take (10d12) acid damage.

Blood Fury (Costs 1 Action). The Seamelter makes 2 Bite attacks and one Scale attack.

 
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.

Lair and Lair Actions

As you enter the cave you see as it streches over 800ft in all directions. in the middle of a pile of skulls the Seamelter waits, with 5 other Seamelters aswell!

Lair Actions

On initiative count 20 (losing initiative ties), the Alpha Seamelter takes a lair action to cause one of the following effects; the Alpha Seamelter can’t use the same effect two rounds in a row:

  • The ground shakes as acid spills from the pools, all creatures must make a dexterity save (DC 19) or take (9d10) acid damage
  • A huge pit in the ground crumbles inward, all creatures in a 50ft range take (4d6) piercing damage as they hit the spiked rocks on the bottom

Regional Effects

The region containing a legendary Alpha Seamelter’s lair is correpted which creates one or more of the following effects:

  • the land is baren, all plant and animal life gone
  • the air is hard to breath and stings your eyes
  • there is patroling Seamelters everywhere.

If the Alpha Seamelter dies, these effects fade over the course of 2d4 days. The land will nerver flower againn.

Habitat: Mountain

Thebardo

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