Large Dragon, Neutral
Armor Class 18 Natural armour
Hit Points 144 (17d10 + 51)
Speed 40 ft., fly 80 ft.
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
18 (+4)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws CON +7, INT +8, WIS +7, CHA +8
Skills Perception +6, Persuasion +7, Stealth +9
Damage Resistances Necrotic
Condition Immunities Charmed
Senses Blindsight 30ft, Darkvision 120ft, Passive Perception 16
Languages Common, Draconic, Sylvan Common, Draconic, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Skill Profiency: Stealth- Dragons proficiency bonus is docubled for its Dexterity (Stealth) checks.

Living Shadow- While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic or radiant.

Shadow stealth- While in dim light or darkness, the dragon can take the hide action as a bonus action

Sunlight sensitivity- While in sunlight, the dragon has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) [Piercing] damage plus 5 (1d10) [radiant] damage

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) [Slashing] damage. 

Breath weapon (recharge 5-6). The dragon uses one of the following breath weapons:

Dream Breath- The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.

Moonlight Breath- The dragon exhales a beam of moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC14 Dexterity saving throw, taking 38 (7d10) Necrotic damage on a failed save, or half as much on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon initiative count. The shadow is under the dragon's control.

Spellcasting- The dragon casts one of the following spells, requiring no material components and using charisma as the spellcasting ability (spell save DC 15):

1/day each: calm emotions, faerie fire

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.

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.

shayremnant

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