Large Dragon, Typically Neutral Good
Armor Class 17 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 20 ft., fly 60 ft. (hover)
STR
16 (+3)
DEX
16 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws DEX +7, CON +9, WIS +7
Skills Perception +11, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Radiant
Senses Darkvision 120 ft., Passive Perception 21
Languages Draconic
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Nebulous Thoughts. Magical attempts to read the dragon's mind or glean its thoughts fail automatically.

Illumination. While it has at least 1 hit point, the dragon sheds bright light in a 20-foot radius and dim light in an additional 20 feet.

Incorporeal Movement. The dragon can move through other creatures and objects as if they were difficult terrain. It takes 6 (1d10) force damage if it ends its turn inside an object.

Unusual Nature. The dragon doesn't require air, drink, food, or sleep.

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 5 (1d8) radiant damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage.

Starlight Breath (Recharge 5-6). The dragon exhales a shower of stars in a 60-foot line that is 10-feet wide. Each creature in the cone must make a DC 17 Constitution saving throw. On a failed save, the creature takes 44 (8d10) radiant damage. On a successful save, the creature takes half as much damage.

Bonus Actions

The dragon can take the following bonus action on its turn.

Cosmic Flare (1/Day). The dragon glows a blinding white light in a 30-foot-radius sphere centered on itself. Each creature in this area must succeed on a DC 17 Wisdom saving throw or be blinded for 1 minute. At the end of each of its turns, a creature can repeat the saving throw, ending the blinded condition on itself on a success.
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