Large Dragon, Typically Chaotic Neutral
Armor Class 16 Natural Armor
Hit Points 135 (20d12)
Speed 30 ft., Fly 60 ft.
STR
24 (+7)
DEX
8 (-1)
CON
25 (+7)
INT
2 (-4)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws CON +13, WIS +6
Skills Intimidation +11
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Blindsight 30ft., Darkvision 60ft, Passive Perception 10
Languages Common, Draconic Can understand but can't speak
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Cadaverous Appearance. While the zombie dragon is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic.

Undead Fortitude. If damage reduces the zombie dragon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie dragon drops to 1 hit point instead.

Actions

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 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.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Additionally, living creatures must succeed on a DC 18 Constitution saving throw, or take 18 (4d8) necrotic damage and contract the zombie necrosis disease.

Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Rot Breath (Recharge 5-6). The zombie dragon exhales a squall of necrotic rot in a 30-foot cone. Creatures in the area must succeed on a DC 21 Constitution saving throw, taking 49 (11d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw has its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a short or long rest. If the creature’s hit point maximum is reduced to 0, the creature dies.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Detect: The Dragon makes a Wisdom (Perception) check.

Tail. The zombie dragon makes one tail attack.

Wing Attack: (Costs 2 Actions): The Dragon beats its wings. Each creature within 15 ft. of the Dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The Dragon can then fly up to half its flying speed.

Description

It takes uncommonly powerful magic (or a particularly virulent strain of the disease) to resurrect a dragon, so such creatures typically exist under the thrall of a megalomaniacal necromancer who will have gone to great pains to raise one. The rare zombie dragons to arise on their own are heralds of disease, rot and will.

ThePlasmaCaster13

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