Huge Undead, Any Evil Alignment
Armor Class 17 Natural Armor
Hit Points 205 (205d12)
Speed 70 ft., walk 40 ft.
STR
21 (+5)
DEX
8 (-1)
CON
19 (+4)
INT
8 (-1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +9, CON +8
Damage Vulnerabilities Bludgeoning
Damage Immunities Necrotic; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened
Senses Blindsight 30 ft, Darkvision 80 ft, Passive Perception 14
Languages Draconic Only languages it knew in life
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

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.

 

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 16 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 

Life Drain (Costs 3 Actions). Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 21 (4d8 + 3 necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

 

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 5) piercing damage plus 7 (2d6) Necrotic damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Life Drain. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 21 (4d8 + 3 necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Necrotic Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 49 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Disgorge Skeleton. As a bonus action, the undead dragon can disgorge a normal skeleton, which appears in an unoccupied space within 10 feet of it. The disgorged skeleton acts on its own initiative count. After a skeleton is disgorged, roll a d6. On a roll of 1, the undead dragon runs out of skeletons to disgorge and loses this trait. If the undead dragon still has this trait when it dies, 4d4 normal skeletons erupt from its corpse at the start of its next turn. These skeletons act on their own initiative count.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This creature can be controlled via a dragon skull pendant or operate independently. This depends if you want your party the chance to have this. This creature is a creation by Acererak in my campaign.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undead

GEX117

Comments

Posts Quoted:
Reply
Clear All Quotes