Armor Class
16
(natural armor)
Hit Points
50
(8d10 + 10)
Speed
30 ft., fly 60 ft., burrow 30 ft.
STR
15
(+2)
DEX
15
(+2)
CON
18
(+4)
INT
17
(+3)
WIS
14
(+2)
CHA
16
(+3)
Saving Throws
DEX +4, CON +6, WIS +4, CHA +5
Skills
Perception +4, Performance +4, Stealth +4
Damage Vulnerabilities
Acid
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Fire
Condition Immunities
Blinded, Exhaustion, Paralyzed, Petrified
Senses
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 15
Languages
Draconic, Telepathy
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Actions
Bite. Melee Weapon Attack: (roll 1d20+4 to hit and if so then 2d10 piercing damage)
Breath Weapons. The dragon uses one of the following breath weapons.
lightning breath. The dice dragon exhales lightning in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one.
weakening Breath. The dice dragon exhales gas in a 10-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have a disadvantage on strength-based attack rolls, Strength checks, and strength saving throws 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.







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