Huge Dragon, Neutral
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft.
STR
25 (+7)
DEX
12 (+1)
CON
23 (+6)
INT
18 (+4)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws DEX +7, CON +12, WIS +8, CHA +11
Skills Perception +13, Performance +11, Persuasion +11, Stealth +6
Damage Resistances Force, Psychic
Damage Immunities Lightning
Condition Immunities Frightened, Prone
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 30 ft when in liar, Passive Perception 22
Languages Common, Draconic, Telepathy 120ft
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The Hayvinn can breathe both air and water.

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

Actions

Multiattack. The Hayvinn can use her Frightful Presence. She then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of Hayvinn's choice that is within 120 feet of her and aware of her must succeed on a DC 17 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.

Lightning Breath (Recharge 5–6). The Hayvinnn exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Singularity Breath (Recharge 5–6). 

Hayvinn creates a shining bead of gravitational force in her mouth, then releases the energy in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the creature takes 45 (10d8)  force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.

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

1/day each: arcane eye, blink, create or destroy water, dispel magic, major image, sending

Bonus Actions

Change Shape. Hayvinn magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

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

Legendary Actions

Hayvinn can take 4 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. She regains spent legendary actions at the start of its turn.

Tail Attack. She makes a tail attack.

Psionics (Costs 2 Actions). Hayvinn uses Psychic Step or Spellcasting.

Wing Attack (Costs 2 Actions). Hayvinn beats her wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. She can then fly up to half its flying speed.

Explosive Crystal (Costs 3 Actions). Hayvinn spits an lapidus shard that explodes at a point she can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8) force damage and be knocked prone.

Lair and Lair Actions

Hayvinn uses her lightning and singularity breath to carve out a cavern. She can be found on the desert or coast although may have liars near urban areas. She is known to walk amongst humans.   

 

Lair Actions

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

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • Hayvinn casts the forcecage spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
  • Hayvinn telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.

Regional Effects

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

  • Thunderstorms rage within 6 miles of the lair.
  • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
  • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6× 10 feet into the sinkhole.
  • Once per day, Hayvinn can cast the legend lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell’s subject.

If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.

Habitat: CoastalDesertUrban

Xevon_Uzamaki

Comments

Posts Quoted:
Reply
Clear All Quotes