Huge Dragon, Neutral
Armor Class 19 Natural
Hit Points 252 (17d12 + 136)
Speed 40 ft., Fly 90 ft.
STR
27 (+8)
DEX
17 (+3)
CON
27 (+8)
INT
17 (+3)
WIS
14 (+2)
CHA
22 (+6)
Saving Throws STR +14, DEX +9, CON +14, CHA +12
Skills Arcana +9, History +9, Perception +8, Stealth +9
Damage Immunities Lightning, Thunder
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

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

Actions

Multiattack. The dragon can make three attack options using a combo of the bite, claw, and tail smack. It can only tail smack once.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 19 (3d10 + 8) piercing damage. 

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 19 (3d10 + 8) slashing damage. 

Tail Smack. Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: 19 (3d10 + 8) bludgeon damage.

Breath Weapon. (Recharge 5-6)The dragon exhales a shocking mist in a 30-foot cone. Each creature must succeed a DC 21 DEX saving throw, taking 60 (15d8) lightning damage on a failed save, or half as much damage on a successful one.

Storm Wing Flap. (Recharge 6)The dragon furiously flaps its wings and slaps them together and creates thunderous winds in a 30-foot cone. Each creature must succeed a DC 21 STR saving throw, taking 32 (8d8) thunder damage and suffering the prone condition on a failed save, or half as much and pushed 15 feet away on a successful save. The wings flap until the start of the dragon's next turn. Any creature in this area need to repeat the saves at the start of their next turn to either stand up or be able to move towards the dragon. It now does 12 (3d8) thunder on a failed save, or half as much on a successful one.

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 18 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.

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.

Powerful Tail Attack (2 Actions). The dragon makes a strong tail attack that deals twice the damage of a normal tail attack. Upon hitting, the target needs to make a DC 21 STR saving throw or be knocked prone.

Storming Roar (Costs 3 Actions). The dragon opens its mouth and roars extremely loud. Every creature in a 30-foot radius needs to make a DC 21 CON saving throw or go deaf and take 28 (7d8) thunder damage or half on a successful save. After the roar ends, a magical rainstorm in a 30-foot radius forms. Any hostile creature towards the dragon within this rainstorm need to make a DC 21 DEX saving throw or take 14 (7d4) magical bludgeon damage on the start of their turn. This lasts until the start of the dragon's next turn. 

Description

A Storm Dragon is quite rare. In fact, their presence alone is a gift from the Gods. Storm Dragons is a vital part of many regions ability to function properly. This means that they aren't seen in lairs too often. In fact, the Storm Dragons typically only have lairs when they are younger trying to learn the ways of their parents. This doesn't mean that older Storm Dragons don't have them. They just don't have as much.

A Storm Dragon is easily recognizable by two distinct features on their bodies. The first and most obvious feature is the thundering sound and bright lightning that flashes from the wings' membrane. These also indicate the mood of the Storm Dargon. If the thunder sounds loud and the lightning flashes quickly, this means the Storm Dragon is really angry or fighting. If the thunder is quiet and the lightning shines dimly and slowly, the Storm Dragon is in a calm state.

The second feature is along the back of the Storm Dragon is their scales can be seen slightly lifting at a slight angle releasing a shocking mist. This is very hard to detect, but it does become extremely obvious when the Strom Dragon releases its breath attack as all the scales stand up at a sharp angle.

A Storm Dragon is usually a dim to bright silver or a light blue that matches the sky and or clouds. This is not a good way to identify them as they can also change their scale colors to the sky they are in currently. There have been reports of Storm Dragons with black scales to match the black sky of a volcano ash filled sky.

Storm Dragon Morals. A Storm Dragon believes in only one thing. That is the balance amongst the biomes in the regions that they overlook. They make sure a biome is properly taken care of by creating weather patterns, the spread of seeds or other materials to what is needed. Due to this, they can sense when something is being altered inside the biomes that they overlook.

Storm Dragon Relationships. The Storm Dragon is neutral to everyone and everything. It doesn't favor evil or good over the other. As long as a creature isn't hostile towards the biomes inside the regions the Storm Dragon overlooks and the Storm Dragon itself, it will be fairly friendly.

As for other races, Storm Dragons made it clear not to disrupt the ecosystem of a biome by building too much. This is why many of the towns, cities, and much more are limited to what they can build. Any that challenge them have fallen under the power of the Storm Dragon.

Hoarding. Unlike most dragons, Storm Dragons don't hoard that much in one spot. In fact, it's extremely rare for a Storm Dragon to keep only one hoard, especially at older ages. Also, unlike most dragons, Storm Dragons don't find hoarding very pleasing as an idea. The Storm Dragons only do it to please those who offer them valuables in thanks for their hard work. They see hoarding as unnecessary and another burden to their hard work for the betterment of the Regions they overlook.

Even so, Storm Dragon lairs with loot can be one of the most profitable of all the dragons due to how much others respect the Storm Dragons. There are also rumors of a Storm Dragon leaving a lair to make a new one to avoid the constant praise and leave it for someone else to find. This doesn't mean a Storm Dragon will give it away for free. They are still going to defend it due to personal reasons. This can be either it's a comfy bed, they respect those who respect them, or they just want someone to do favors for them and part of their hoard is the reward.

Sleeping. Unlike most dragons, the Storm Dragon is unable to enter a hibernation state. This is due to them constantly maintaining the balance amongst the biomes of the region. To a Storm Dragon, working is their hibernation state as their mind can shut off and instinct kicks in. A Storm Dragon sleeps one per one month it works. For example, if a Storm Dragon works non-stop for twelve months, it will sleep for 12 days. During its sleep, it is still in a hypersensitive state. This means that it can still detect any wrong doings to its biomes.

Region. A region to a Storm Dragon is dependent on the Storm Dragon's age, size, power, experience, and many other variables. The smallest region for a Storm Dragon is an eight-day by eight-day walking square straight line. Everything within this square is what the Storm Dragon overlooks.

Lair and Lair Actions

A Storm Dragons has multiple lairs across its region. They are also hardly ever in them, but when they are, they are primarily sleeping. Due to this fact, their lairs can be varied depending on what they think is best for that region. Their lairs will typically be in secluded areas away from large populations. They will also be centrally located the best that they can manage. This makes finding a Storm Dragon lair easy, but difficult as well as they don't always follow this rule or stereotype that has been placed upon them. Upon finding a Storm Dragon lair, it's best to leave it alone as a Storm Dragon, even though asleep, is hypersensitive and able to use its lair actions while asleep.

Lair Actions
Upon entering the lair of a Storm Dragon, the Storm Dragon is aware of the creature's presence as a thin misty and electric mist covers the lair's area, 120 feet away from the Storm Dragon's sleeping area. The dragon can now take one of its lair actions, or on initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • Each creature in the electric mist needs to make a DC 16 DEX saving throw or take 6 (1d12) lightning damage on a failed save as sparks of lightning spark towards them. Creatures that are made of metal, including constructs, will take double damage. If the creature is wearing or wielding anything electric, they will take an extra 3 (1d6) lightning damage per metal gear they have equipped. This doesn't apply to creatures, including constructs, made of metal.
  • Each creature in the electric mist needs to make a DC 16 CON saving throw or go deaf as a loud thunderous bang echoes throughout the electric mist from the lightning striking each other. The deaf condition lasts for 1d4 minutes.

Regional Effects
The region(s) in the regions overlooked by a Storm Dragon will be under the Storm Dragon's magical control. They will be connected to the Storm Dragon informing the Storm Dragon of drastic changes to the balance of the region's ecosystem via biome and weather changes that the Storm Dragon did not do. While the Storm Dragon is awake and senses a weather disturbance, the Storm Dragon can do one or more of the following effects.

  • The Storm Dragon can alter the weather per biome once a day. If the region has six biomes, the Storm Dragon can alter the weather once in each biome for that day. For example, if a forest biome has too much rain, the Storm Dragon can alter the weather that day to cease all rain from ever occurring for that day.
  • Within 1 mile of the Storm Dragon's lair, the Storm Dragon can use the weather to aid allies or hinder non-allies of itself.
  • If a biome is under threat of complete destruction from a creature, the Storm Dragon can summon upon a massive tornado to deal with any creatures causing this problem. The tornado will last for 2d4 hours or until the threat is dealt with. The tornado will pick up the threat and other objects and creatures that the Storm Dragon deems a threat. It will rise them up as high as it can let them and drop them over and over again, or it fling them super far away.

If the Storm Dragon dies, a nearby Adult Storm Dragon is alerted to the death. The Adult Storm Dragon will send off one of its spare offspring to fill in the gap left, and this also applies to Adult Storm Dragons death, except an Ancient Storm Dragon will send another Adult Storm Dragon. If an Ancient Storm Dragon is killed or dies, a Young Storm Dragon will take its place. Any effects that have occur will remain until the end of the day.

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Lil_Fish7227

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