Huge Swarm of Huge dragons, Any Evil Alignment
Armor Class 25 (natural armor)
Hit Points 300 (18d12 + 108)
Speed 200 ft., Burrow 20 ft., Fly 300 ft., Climb 200 ft., Swim 100 ft.
STR
30 (+10)
DEX
20 (+5)
CON
28 (+9)
INT
25 (+7)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws STR +16, DEX +11, CON +15, CHA +13
Skills Animal Handling +15, Deception +20, Intimidation +25, Nature +13, Perception +12, Stealth +15
Damage Immunities Lightning
Condition Immunities Exhaustion, Incapacitated, Paralyzed, Unconscious
Senses Blindsight 100 ft., Darkvision 140 ft., Tremorsense 95, Passive Perception 22
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Actions

Multiattack. The beast can use its Frightful Presence. It then makes one attacks: one with its bite or one 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 beasts 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 beast 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.

Bonus Actions

It hesitates when recognises a Llaisier in a subconscious thought that the Llaisiser can help them.

Reactions

If the beast is attacked, it makes it more angry and can choose to attack

If you don't move it will think you're dead and attempt to eat you

 

Legendary Actions

The beast 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 beast makes a Wisdom (Perception) check.

Tail Attack. The beast makes a tail attack.

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

Mythic Actions

Deceive: The beast makes a Charisma (Deception} check

If succeeds the beast gets an extra attack whereas the other gets a disadvantage for 5 minutes

Description

Mixture of different blue scales; light, dark, shiny, dull

Black eyes with a fleck of bright blue

Sharp claws

2x larger of an ordinary blue drgaon 

Lair and Lair Actions

Lair is in a dark wet cave, surrounded by Skeltons, animals and bodies from their huntings.

Surrounded with gold, jewellery and clothes.

Has only one entrance and many tunnels and traps.

Monster Tags: Cult of the Dragon

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUrban

Tiefling_Princess

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