Huge Undead, Typically Neutral Evil
Armor Class 10
Hit Points 324 (24d12 + 168)
Speed 40 ft., fly 80 ft.
STR
20 (+5)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws CON +13, WIS +8, CHA +10
Skills Perception +14, Stealth +12
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Acid, Cold, Necrotic, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Bound Haunting. The ghost dragon is bound to its lair. At the start of its turn, if it is outside its lair’s walls and not possessing a creature using its Possession action, it must succeed on a DC 18 Charisma saving throw or vanish and reappear in an unoccupied space within the lair.

Incorporeal Movement. The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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

Rejuvenation. If the ghost dragon dies, it reforms within its lair in 2d10 days

Unusual Nature. The ghost dragon doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The ghost dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) cold damage, and the target’s speed is halved until the start of the dragon’s next turn.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage.

Possession (Recharge 6). One humanoid, beast, or dragon that the ghost dragon can see within 5 feet of it must succeed on a DC 18 Charisma saving throw or be possessed by the ghost dragon; the ghost dragon then disappears, and the target is incapacitated and loses control of its body. The ghost dragon now controls the body but doesn't deprive the target of awareness. The ghost dragon can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, immunity to being charmed and frightened, and its Terrifying Breath action. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost dragon ends it as a bonus action, or the ghost dragon is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost dragon reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost dragon’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Terrifying Breath (Recharge 6). The ghost dragon exhales shadowy mist in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, the creature takes 40 (9d8) cold damage and is frightened of the ghost dragon for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened.

While frightened of the ghost dragon, a creature is paralyzed. The frightened 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 this ghost dragon’s Terrifying Breath for the next 24 hours.

Lair and Lair Actions

Ghost Dragon’s lair

A dragon’s attachment to a hoard can be strong enough to bind the dragon’s spirit to existence after death. Such a ghost dragon haunts the hoard, often forming an attachment to a single priceless object that becomes the focus of the ghost dragon’s Undead existence.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • The dragon calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the dragon can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
  • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
  • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the dragon’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes (1d6) necrotic damage per level of the spell, and the spell has no effect and is wasted.

Regional Effects

The region containing a legendary ghost dragon’s lair is warped by the dragon’s magic.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell. The dragon reforms within its lair in 2d10 days.

Monster Tags: NPCCult of the Dragonundead

Charlesaurus

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