Huge Dragon (Adult Chromatic), Lawful Good
Armor Class 20 (natural armor)
Hit Points 242 (22d12 + 120)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
23 (+6)
DEX
17 (+3)
CON
26 (+8)
INT
16 (+3)
WIS
18 (+4)
CHA
19 (+4)
Saving Throws DEX +9, CON +14, WIS +10, CHA +10
Skills Perception +11, Stealth +7
Damage Resistances Bludgeoning, Piercing, Slashing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons, Bludgeoning from non magical attacks, Damage from Spells
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 25
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Amphibious. Bendryd can breathe air and water.

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

Enhanced Touch. Bendryd can sense the slightest disturbances of the waters around him.

Vibration Locating. Bendryd can feel the slight movements of creatures as close as a quarter mile.

Actions

Multiattack. Bendryd can make five attacks: one with his bite, three with his claws and one with his tail.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (5d10 + 6) piercing damage plus 23 (4d8) acid damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (5d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 40 (7d8 + 6) bludgeoning damage.

Acid Breath (Recharge 2–6). Bendryd exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 80 (17d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Bendryd 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. Bendryd regains spent legendary actions at the start of his turn.

Detect. Bendryd makes a Wisdom (Perception) check.

Tail Attack. Bendryd makes a tail attack.

Wing Attack (Costs 2 Actions). Bendryd beats his wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 32 (7d6 + 6) bludgeoning damage and be knocked prone. Bendryd can then fly up to half his flying speed.

Description

He has shiny blue eyes.

Age: 448
Things Done:
- Helped adventurers in a swamp with trolls and merrow.
- Helped some straneded travelers in a thick swamp to get to a nearby town.
- Stopped an Adult Green Dragon from eating the travelers he was helping.
- Visited a small village and threw a party.

Bendryd is a part of The Higher Dragons. Of which there are seven dragons, that are and or become familiar with each other.

The Higher Dragons are enhanced dragons, by Good aligned Deities with added strength and some condition immunities.

Lair and Lair Actions

Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

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.
  • Magical darkness 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 darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

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

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Fog lightly obscures the land within 6 miles of the lair.

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

Monster Tags: NPC

Habitat: Swamp

DungeonDelver16

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