Large Dragon, Any Chaotic Alignment
Armor Class 14 Natural Armor
Hit Points 137 (7d8 + 8)
Speed 20 ft., Fly 35 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
14 (+2)
CHA
6 (-2)
Skills Deception +3, Stealth +7
Damage Vulnerabilities Thunder
Damage Resistances Acid
Senses Darkvision, Truesight, Passive Perception 18
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Camouflaged. The ChangeWing can turn invisible whenever it pleases, during this state, it has an advantage on stealth but cannot attack anything unless it reveals itself. The dragon cannot camouflage itself while flying.

Shot Points. The ChangeWing has five shot points that it can spend. Once it has no more points it must perform a long rest to regain them. 

Spider Climb. The dragon can climb walls and ceiling surfaces as if it was walking.

Cheliphobia. If the dragon can see a Giant Eel or Eel within 120 feet of it, it must succeed on a DC 19 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 eel is no longer within sight, the creature is immune to the eels appearance for the next 24 hours.

 

 

Actions

Multiattack. The dragon makes three attacks, two claws and one bite.

Acid Breath (Costs 1 Shot Point). The dragon exhales a 15 foot stream of acid thats five feet wide. Each creature that is in that line must make a DC 14 Dexterity saving throw, taking 18 (5d8) acid damage on a failed save and half as much on a successful one. 

Hypnosis. The dragon can target one creature it sees within 10 feet and attempt to hypnotize them, the creature must make a DC 14 Intelligence and being charmed on a failed save, taking 3 psychic damage.

Claw. Melee Weapon Attack: +7 to hit, each 5ft; one target. Hit: 7 (3d8) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, each 5ft; one target. Hit: 13 (1d12+8) piercing damage plus 5 acid damage.

Grapple. Melee Weapon Attack: +7 to hit, each 5ft; one target. Hit: 8 (1d4+7) bludgeoning damage and the target is grappled  (escape DC 15). Until this grapple ends, the creature is restrained and the dragon can't constrict another target.

 

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

Enter a general description for your monster here.

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.

Habitat: ForestUrban

AshkarEverwyrm

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