Huge Undead (Gem), Typically Neutral Evil
Armor Class 20 (natural armor)
Hit Points 250 (18d12 + 90)
Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
17 (+3)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws DEX +6, CON +10, WIS +11, CHA +9
Skills Arcana +9, Nature +9, Perception +13, Stealth +6
Damage Resistances Cold, Fire, Necrotic
Damage Immunities Poison
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 25
Languages Common, Draconic, Druidic, Telepathy 120 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake.

Rejuvenation. If it has a phylactery, a destroyed dragon gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Boiling Sap Breath (Recharge 5–6). The dragon disgorges a slurry of boiling sap in a 60-foot cone. Each creature in that area must make a DC 18 Strength saving throw. On a failed save, the creature takes 45 (10d8) fire damage, and is restrained as the sap hardens. A restrained creature, or another creature within reach, can use an action to try to break the sap by succeeding on a DC 20 Strength check or by dealing damage to it. The sap has AC 15 and 25 hit points, and it is immune to poison and psychic damage but vunerable to fire damage.

Innate Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 18):

At will: druidcraft, plant growth

3/day each: heat metal, dispel magic, fog cloud, faerie fire

2/day each: antilife shell, contagion

1/day each: negative energy floodwall of thorns

Bonus Actions

Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

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.

Psychic Step . The dragon uses Psychic Step.

Rebuke Metal (Costs 2 Actions). The dragon targets a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that it can see within 60ft. The object to glow white-hot. Any creature in physical contact with the object takes 18 (4d8) fire damage. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC18 Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of the dragon's next turn.

Foul Magics (Costs 3 Actions). The dragon casts a spell.

Lair and Lair Actions

A Dracolichen's Lair

Dracolichens dwell in enormous, warm and damp caverns within forests. They favour anywhere that fungi can thrive. Over time, mould grows over most surfaces and plants; beasts that die are reanimated as fungal zombies. 

The challenge rating of a legendary dracolichen increases by 1 when it’s encountered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

Phytoconversion. The dragon causes plants to twist and become horrid spikey thorns. The ground in a 20-foot radius twists and sprouts hard spikes and thorns. The area becomes difficult terrain until the next lair action. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a DC18 Wisdom (Perception) to recognize the terrain as hazardous before entering it.

Saprophytic. The dragon targets a creature within 120ft of it. The target must make DC18 Constitution Saving or take 20 necrotic damage, half on a failed save. The dragon regains hitpoints equal to the damage dealt.

Awaken Detritis. The dragon commands the might of its diseased lands, creating a [creature]shambling mound[/creature]. The shambling mound appears in an unoccupied space within 30 feet of the dragon, acts on its own initiative count, and obeys the dragon's commands. The shambling mound dies after 1 hour or when the dragon uses this lair action again.

Regional Effects

The region surrounding a legendary emerald dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:

Fungal Profusion. creatures that spend more than 8 hours within the dragon's lair must make a DC18 saving throw or be effected by the madness of Zuggtmoy until they leave the lair. 

Dampen Flame. Creatures vunerable to fire damage are not longer vunerable to fire damage within the lair, and objects fail to catch light. 

Spore Sense. Creatures that are poisoned, diseased or take poison damage are revealed to the dragon.

 

Habitat: Forest

Narancia_Ghirga

Comments

Posts Quoted:
Reply
Clear All Quotes