Medium Construct, Any Lawful Alignment
Armor Class 14 Natural armmor
Hit Points 60 (8d8 + 24)
Speed 15 ft., Climb 15 ft., Fly 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
17 (+3)
INT
4 (-3)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws WIS +2, CHA −3
Skills Perception +3, Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Blinded, Exhaustion, Paralyzed, Petrified, Poisoned
Senses Blindsight 30 ft., Passive Perception 12
Languages Common understands understands Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Flawed Targeting. Roll a d6 at the start of the Dragon’s turn. If you roll a 1, the Dragon makes attack rolls with disadvantage until the end of its turn.

Repairable. As long as it has at least 1 hit point remaining, the Dragon regains 1d6 hit point when a mending spell is cast on it.

Illumination.  The Dragon sheds bright light in a 15-foot radius and dim light in an additional 15 ft. This can be deactivated as a bonus action.

Limited Telepathy. The Dragon can magically communicate simple ideas, emotions, and images telepathically with its master within 120 ft. of it.

Actions

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

Alchemist's Fire Breath (1/Day). The dragon shoots Alchemist's fire in a 5-foot radius circle up to 60 feet away. Each creature in that area must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

This attack can be recharged by feeding the dragon Alchemist's Fire as a bonus action.

Bonus Actions

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

Reactions

Wing Attack. The Dragon beats its wings. Each creature within 15 ft. of the Dragon must succeed on a DC 13Dexterity saving throw or take 1d6 bludgeoning damage and be knocked prone. The Dragon can then fly up to half its flying speed.

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

Enter a general description for your monster here.

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.

Habitat: Urban

Lord_Eldrin

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