Huge Dragon, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 200 (22d20 + 7)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +7, CON +13, WIS +9, CHA +10
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +12
Damage Immunities Lightning, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic, Druidic, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

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

Lightning Absorption. Whenever the dragon is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Spellcasting.

 The spore dragon is a 7th level spellcaster. Her spellcasting ability is wisdom (spell save DC 19, +11 to hit with spell attacks)

. The dragon can cast invisibility, plant growth, speak with animals, and speak with plants at will and has the following druid spells prepared:

4th level (3 slots): guardian of nature, earth tremor
5th level (3 slots): contagion, cloudkill
6th level (1 slot): wall of thorns
7th leve1 (1 slot)  regenerate
 
Actions

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

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 90-­-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Bewitching Breath (2/Day). The dragon exhales a green mist in 90--foot cone. each creature in that zone must succeed on a DC 19 Wisdom saving throw or become a servant of the dragon for 30 days. As a servant of the spore dragon the creature returns to its normal life and forget their interaction with the dragon. Spore dragons can subtly influence the creatures actions, use an action to see and hear through their senses with no range limit. This affect can not be detected with detect magic or counter spelled however their servants eyes light up greenish-yellow when the spore dragon takes full control 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.

Detect. The dragon makes a Wisdom ([skill]Perception[/skill]) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Dragons can then fly up to half its flying speed.

Description

Born out of the depths of swamps, spore dragons preside over all that flourish in their kingdom. Mushrooms and fungi decorate their body in a beautiful pattern.

Very few records exist of these enigmatic creatures exist even though they have influenced many world events. They only let creatures close to it if it intends to make it its servant, otherwise they command the creatures native to the swamp to mislead them. These dragons often have vast networks of spies that they command to gather information about nearby villages, townships, kingdoms and empires. They use this information to prevent empires from completely decimating the earth and from causing harm to children as they believe they are closer to nature than adults.

Spore dragons believe that all of nature is interwoven and therefore see other creature's distaste for nature as a sign of ignorance. Any creature that abuses nature is seen as an enemy and swamp creatures are promptly sent to teach them a lesson.

Spore dragons often work with Green hags to condense their bewitching breath into a liquid that can be added to various foods and carries the same effect as the breath weapon. The liquid is indistinguishable from olive oil apart from its sweet and earthy after taste. They can only make 1 vial per usage of their bewitching breath.

 

 

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:

  • A ring of mushrooms erupt from the ground  in a 60 ft radius ring sending all other creatures to the fey wild for 1 D20 days. Creatures are taken back to the material plane for 1 d20 days although it feels like its only been a few minutes in the fey wild. 
  • Magical fog billows around one creature the dragon can see within 120 feet of it. 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 cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d10) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d10) piercing damage.

Regional Effects

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

  • The dragon can commune telepathically to all the beasts, fey, plants and undead within 5 miles of the dragon. The dragon can use its action to see through, hear through or speak through one of these creatures in the same 5 mile radius causing the creatures eyes to grow greenish-yellow for the duration.
  • Within 5 miles of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments . The plants remove themselves from the dragon’s path.
  • Fog lightly obscures the land within 5 miles of the lair. 

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

mysticat37

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