Huge Dragon, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 400)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
25 (+7)
DEX
16 (+3)
CON
23 (+6)
INT
16 (+3)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +12, CON +15, WIS +13, CHA +14
Skills Arcana +10, Athletics +10, Intimidation +10, Perception +12, Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Thunder
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
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: +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 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.

Lightning Breath (Recharge 5–6). The dragon 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.

lightning ball- fires a ball of pure elecltricity from its mouth that deals 8d8 with an aoe of 10 ft and a range of 120ft

emp- An electromagnetic pulse (EMP) is a short burst of electromagnetic energy. Such a pulse's origination may be a natural occurrence or man-made and can occur as a radiated, electric, or magnetic field or a conducted electric current, depending on the source. Benares' EMP is a nuclear electromagnetic pulse that is actually a abrupt pulse of electromagnetic radiation resulting from her wings. The resulting rapidly changing electric fields and magnetic fields may couple with electrical/electronic systems to produce damaging current and voltage surges. The intense gamma radiation emitted can also ionize the surrounding air, creating a secondary EMP as the atoms of air first lose their electrons and then regain them. radius of 60 from bernares only affects enemies deals 10d10 and dissables any electronic in the area

change form- Benares can transform herself into a guise of a human form known as "Bella". In her human form, she retains most of her aforementioned abilities.

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 (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its 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. The dragon can then fly up to half its flying speed.

Description

loyal to the herrscher of the void will proudly serve the herrscher no matter what even if it cost it its own life

tends to not care for the loss of life especially enjoys causing pain for humanoids

Habitat: CoastalDesert

mentalmemes

Comments

Posts Quoted:
Reply
Clear All Quotes