Huge Dragon, Neutral
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 60 ft., Fly 80 ft., Swim 20 ft.
STR
18 (+4)
DEX
19 (+4)
CON
22 (+6)
INT
14 (+2)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws DEX +9, CON +11, WIS +6, CHA +8
Skills Perception +11, Stealth +11
Damage Resistances Poison
Damage Immunities Piercing
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Telepathy 120ft Draconic, Common, Telepathy 120ft
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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

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 [rollable](1d8);

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. (1d8) poison damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) piercing 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 16 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.

Arrow Breath (Recharge 5–6). The dragon exhales a volley of arrows in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid 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) slashing damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Jade dragons dwell in most places, sometimes even with masters in civilization. A jade dragon’s lair is a cave, clearing or burrow that are near big pools that provide drinking water. The lair is littered with small twig nests watched over by wooden totem poles and the occasional young jade dragon. Sometimes you can catch a glimpse of a jade dragon wyrmling or egg. Butterflies, moths and birds gather in the lair to seek protection.

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:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming ravens fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical light spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The light spreads around corners. A creature with [Tooltip Not Found] can’t see through this light. If any of the effect’s area overlaps with an area of darkness created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

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

  • Water sources within 1 mile of the lair are supernaturally healing. Allies of the dragon that drinks such water heal 9 (2d8)
  • Fog heavily obscures the land within 6 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Habitat: CoastalForestGrasslandHillMountainUrban

Arranis_Golanodel