Huge Dragon, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 237 (19d12 + 114)
Speed 50 ft., fly 120 ft.
STR
29 (+9)
DEX
24 (+7)
CON
22 (+6)
INT
19 (+4)
WIS
11 (+0)
CHA
21 (+5)
Saving Throws DEX +13, CON +12, INT +10, CHA +11
Skills Investigation +11, Stealth +13
Damage Immunities Piercing
Condition Immunities Blinded, Deafened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (2d10 + 2d6 + 9). piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of 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 effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Stoneshard Breath (Recharge 5–6). The dragon exhales rocky shards in a 60-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 63 (18d6) magical piercing damage on a failed save, or 2/3rds as much damage on a successful one. This attack ignores evasion.

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.

Tail Attack. The dragon makes a tail attack.

Lock-on. The dragon makes an investigation check against the targets AC as the DC. If succeeds it gains advantage and a +3 bonus to its next attack against them. If they are a target of one of its breath attacks they have a -3 penalty to the save and disadvantage.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The ominous sound of clicking scales and claws surrounds a flint dragon, whose frighteningly sharp horns and frill gives its head a terrifying appearance. Its angular snout is constantly whipping between its targets, gathering in as much as it can, and its eyes sharpen and focus at those who have wronged it.

Lair and Lair Actions

Seashore caves are the most place to find flint dragon lairs, they are often distinguished by shards of stone being ever present in their caves. When not sleeping or hunting flint dragons practice their aim by splitting long rows of rocks with their stone breath. Flint dragons don't tend to hoard items but rather "hoard" skill, the most valuable thing to a flint dragon is precise aim and they are willing to trade much in order for new ways to become more accurate such as new techniques or magic items.

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:

  • Stone shards fly to a space the dragon can see within 120 feet of it, make a ranged attack roll against that creature with a +15 to hit. If it hits the target takes 25 (3d10 + 9) piercing damage.  If the attack misses all other creatures in a 10 ft cube must make a dexterity saving throw or take 11 (2d10) piercing damage and have their speed lowered by 10 ft until they heal at least 1 hp.
  • The dragon roars, causing sharp stalactites to fall from the ceiling. All creatures currently inside the dragon's lair and within 60 feet of the dragon must make a DC 19 dexterity saving throw or be knocked prone.
  • 3 shards of stone rise from the ground and launch themselves each at a random creature that isn't the dragon. Make a ranged attack roll with a +3 modifier. the shards all share this attack roll. All shards hit at the same time.

Regional Effects

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

  • Shards of stone occasionally rise from the ground a launch themselves at flying creatures.
  • The ground surrounding the cave is littered with splinters of rock that seem to gravitate towards living creatures.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: Coastal

Luckytrap89

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