Huge Dragon, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., climb 40 ft., fly 50 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
12 (+1)
WIS
10 (+0)
CHA
10 (+0)
Skills Perception +11, Stealth +13
Damage Vulnerabilities Fire
Senses Passive Perception 10
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

False Appearance. When the dragon remains motionless, it is indistinguishable from a bed.

 

 

 

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: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 19 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.

Splinter Breath (Recharge 5–6). The dragon exhales a shower of wooden splinters in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) piercing 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 22 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

The bed dragon is what it sounds like: a bed with a dragon head and appendages. This is the adult version of that.

Lair and Lair Actions

A Bed Dragon’s Lair

Bed dragons lair in a house, eternally disguised as a bed. They consume the evil or good who sleep in it. They hide their loot in a dresser.

Throughout the lair, servants (like giant cats, etc.) erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the loot it has taken.

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 gale of wooden splinters erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius gale. Each creature in the gale’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
  • The floorboards go wild in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone and knocked back 20 ft..
  • Splinters form a cloud in a 10-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be blinded until the end of its turn.

Regional Effects

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

  • Hail showers are common within 6 miles of the dragon’s lair.
  • Wood within 1 mile of the lair gain a speed of 5 ft. and have the following action: Hit. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage
  • Grassy fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: Urban

judahhossain

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