Huge Dragon, Lawful Evil
Armor Class 20 natural armor
Hit Points 352 (22d20 + 132)
Speed 30 ft., Walk 30 ft.
STR
25 (+7)
DEX
15 (+2)
CON
23 (+6)
INT
22 (+6)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws STR +14, CON +13, INT +13, WIS +9
Skills Athletics +11, Perception +17
Damage Vulnerabilities Fire
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Poisoned
Senses Blindsight, Passive Perception 27
Languages Common, Draconic, Telepathy
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

legendary resistance.(3/day) if the dragon fails a saving throw, it can choose to succeed instead.

regeneration. At the beginning of the creature's turn, it regains 30 hit points and cannot be killed until this effect is mitigated in some way via fire damage.

magic resistance. The dragon has advantage on saving throws against magic.

 

 

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 20 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.

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: +15 to hit, reach 15 ft., 1 target. Hit:19 (2d10+ 7) piercing  damage plus 2d6 poison damage. 

claw. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit:21  (4d6+7) slashing damage.

tail. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 17(2d8+ 7) 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 23 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

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 (Costs 1 Action).he dragon makes a Wisdom (Perception) check.

tail attack (Costs 1 Action). 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 24 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Moss dragons are a mix of cunning and brut strength. Moss dragons will lurk on the forest floor waiting for unsuspecting prey to pass by. A moss dragon is defined by its moss covered appearance. the upper part of its body appears to be covered in moss with its wings looking to be made of sticks and leaves. the lower half of its body resembles dirt with parts of it will seemingly fall off. This is their actual hide. 

Lair and Lair Actions

Moss dragons love the warm jungle commonly making their homes in the damp caves of the jungle. A jungle claimed by a moss dragon is easy to spot. The air is always unbearably humid with over flowing flora and fauna.  

Lair Actions

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

  • A giant cloud of toxic mushroom spores release from the ground in a 3o foot sphere any creature in the radius must make a DC15 constitution saving throw taking 4d8 poison damage on a failed save or half as much on a successful. this cloud lasts for 1 minute any creature that starts their turn or enters it for the first time on a turn must repeat the save taking 4d8 damage on a failed and half as much on a success.
  • vines and roots leap out of the ground in a 1 foot radius each being 5 feet apart, attempting to grapple any creatures (excluding the dragon) within range a creature must succeed a DC15 dexterity saving throw or be grappled a creature can repeat the saving throw at the end of each on its turns. 

Regional Effects

The region containing a legendary moss dragon's lair is covered with the dragons magic which creates one or more of the following effects:

  • The air within 5 miles of the dragons lair is unbearably humid a creature that travels 5 miles through this radius on foot must make a Dc15 constitution saving throw or suffer one level of exhaustion.
  • The flora within 1 mile of the dragons layer is over grown, the area is treated as difficult terrain.  

If the Moss Dragon dies, these effects fade over the course of 2d12 days.

Habitat: ForestSwamp

OOO13tog

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