Huge Dragon, Lawful Evil
Armor Class 20 Natural Armor
Hit Points 226 (40d10 + 6)
Speed
STR
18 (+4)
DEX
17 (+3)
CON
18 (+4)
INT
15 (+2)
WIS
12 (+1)
CHA
10 (+0)
Damage Immunities Acid, Cold, Fire, Lightning, Poison
Senses Passive Perception 24
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. 16( 3d10 + 2 ) piercing damage plus 10 ( 4d4 ) breath
damage.


Acid Breath (Recharge 3-4). The dragon exhales acid in a
15-foot line that is 5 feet wide. Each creature in that line
must make a DC 16 Dexterity saving throw, taking 36 ( 8d8 )
acid damage on a failed save, or half as much damage on
a successful one.

Lightning Breath (Recharge 3-4). The dragon exhales
lightning in a 30-foot line that is 5 feet wide. Each creature
in that line must make a DC 16 Dexterity saving throw,
taking 44 ( 8d10 ) lightning damage on a failed save, or half
as much damage on a successful one.

Poison Breath (Recharge 3-4). The dragon exhales
poisonous gas in a 15-foot cone. Each creature in that area
must make a DC 16 Constitution saving throw, taking 28
( 8d6 ) poison damage on a failed save, or half as much
damage on a successful one.

Fire Breath (Recharge 3-4). The dragon exhales fire in a 15-
foot cone. Each creature in that area must make a DC 16
Dexterity saving throw, taking 28 ( 8d6 ) fire damage on a
failed save, or half as much damage on a successful one.

Cold Breath (Recharge 3-4). The dragon exhales an icy
blast of hail in a 15-foot cone. Each creature in that area
must make a DC 16 Constitution saving throw, taking 36
( 8d8 ) cold damage on a failed save, or half as much
damage on a successful one.

Legendary Actions

Destroyer of Cities (Costs 5-6 Actions) Use all breath weapons from each Dragon head Each creature must make a DC 20 Constitution doing  78 ( 20d8+15 ) on a failed throw or half as much on a successful one.

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

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.

DungonGod12

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