Huge Dragon, Typically Neutral
Armor Class 18 (natural armor)
Hit Points 297 (22d12 + 154)
Speed 40 ft., Swim 40 ft.
STR
25 (+7)
DEX
14 (+2)
CON
25 (+7)
INT
19 (+4)
WIS
21 (+5)
CHA
17 (+3)
Saving Throws DEX +8, CON +13
Skills Perception +11, Stealth +7
Damage Resistances Damage from Spells
Damage Immunities Acid, Poison
Condition Immunities Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

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

Spellcasting. The Dragon is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +11 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

Cantrips (at will): Guidance, Resistance, Toll the dead, Spare the Dying

1st level (4 slots): Bless, Guiding Bolt, Ceremony, Inflict Wounds

2nd level (3 slots): Blindness/Deafness, Hold Person, Warding Bond, Spiritual Weapon

3rd level (3 slots): Incite Greed, Spirit Guardians, Spirit Shroud, Fly

4th level (3 slots): Death Ward, Guardian of Faith

5th level (3 slots): Flame Strike, Greater Restoration

6th level (1 slot):  Word of Recall

7th level (1 slot) Fire storm

8th level (1 slot) Earthquake

9th level (1 slot) Gate

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 7) piercing damage plus 4 (1d10) poison damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-­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.

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 its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Cast a spell. The dragon casts a spell of 5th level or lower

 

Lair and Lair Actions

 

Lair Actions

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

  • The dragon twists the vegetation in an unearthly manor, calling forward a single Shambling mound. the shambling mound rolls its own initiative.
  • The lyndwyrm summons up to 3 (1d6) vine blights, or 6 (2d6) needle blights
  • Thick tendrils of vines and vegetation burst from the undergrowth to attack opponents. Creatures in a 20 ft radius that the dragon can see must make a DC 18 Constitution saving throw or take 11 (2d10) points of bludgeoning damage and be restrained.

Regional Effects

The region containing a legendary Lyndwyrms lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Plant creatures are abnormally common within these areas and are more powerful. (Plant creatures in the area have the dragons charisma modifier added to damage, attack rolls, and saving throws)
  • Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Habitat: Swamp

Homiestal

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