Huge Undead, Any Evil Alignment
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., burrow 30 ft., fly 40 ft., swim 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
8 (-1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +5, CON +11, WIS +6, CHA +6
Skills Perception +11, Stealth +5
Damage Vulnerabilities Radiant
Damage Immunities Necrotic, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Cadaverous Appearance. While the undead 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 undead 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.

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

The dragon can make one Tail Attack at the end of another creature's turn.

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 14 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.

Rot Breath (Recharge 5–6). The dragon exhales a necrotic mist in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 60 (7d8) necrotic 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. 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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Sinister and powerful necromantic magic infused the remains of an adult dragon, causing them to rise as an undead creature bound to do their masters bidding without fear or hesitation. Their movement is jerky and uneven as if uncomfortable in its own body. With tears through their wings, exposed organs and bones these dragons carry the stench of fungus and decay wherever they go.

Although undead dragons may still have wings, they are scarred from either decay or their final battle. Undead dragons can still make wing attacks but are unable to fly long distances.

Lair and Lair Actions

An Undead Dragon’s Lair

Undead dragons lair in icy or dank caves and deep subterranean chambers far from the sun. They favor mountain vales accessible by flying or shear climbing, caverns in cliff faces, and labyrinthine ice caves in glaciers. Undead dragons do not love vertical heights in their caverns, unable to fly up to the ceiling as they once could in life.

A legendary undead dragon’s innate magic deepens the fungal growth in the area around its lair. Mountain caverns are made dank by the undead dragon’s presence. An undead dragon can often detect intruders by the way the keening wind in its lair carries scent.

An undead dragon rests on high rock shelves and cliffs in its lair, the floor around it a treacherous morass of spores and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon glides or leaps from perch to perch and destroys them with its necrotic breath.

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:

  • Poisonous fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) poison damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
  • Jagged stalagtites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • The dragon creates an opaque wall of Mycelium on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire and cold damage, and immunity to acid, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

Regional Effects

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

  • Decayed spores lightly obscures the land within 6 miles of the dragon’s lair.
  • Fungal precipitation falls within 6 miles of the dragon’s lair, sometimes poisoning waterways when the dragon is at rest.
  • Mycelium walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire and cold damage, and immunity to acid, necrotic, poison, and psychic damage.
    If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

If the dragon dies, the fog and precipitation fade within 1 day. The mycelium walls rot over the course of 1d10 days.

Monster Tags: undead

Habitat: ArcticMountainSwampUnderdark

Naven271

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