Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Spellcasting. The dragon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The dragon has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, mending
1st level (4 slots): false life,* mage armor, ray of sickness*
2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web
3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*
4th level (3 slots): blight,* dimension door, stoneskin
5th level (2 slots): Bigby’s hand, cloudkill
6th level (1 slot): circle of death*
*Necromancy spell of 1st level or higher
Grim Harvest (1/Turn). When dragon kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the dragon regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Withering Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 8 (2d6 + 2) necrotic damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
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 16 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.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than it’s size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Summon Undead (1/Day). The dragon magically summons five skeletons or zombies. The summoned creatures appear in unoccupied spaces within 60 feet of the dragon, whom they obey. They take their turns immediately after the dragon. Each lasts for 1 hour, until it or the dragon dies, or until the dragon dismisses it as a bonus action.
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.
Tail Attack. The dragon makes a tail attack.
Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.
Lair and Lair Actions
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.
- 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-dragon or 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 dragon’s lair is warped in any of the following ways by the dragon’s dark magic:
- Divination spells cast within the lair by creatures other than the dragon have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
- 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.
If the dragon is killed, these regional effects end immediately.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/2/2022 1:12:06 AM
|
2
|
2
|
--
|
Coming Soon
|
|
|
1/3/2023 1:51:55 AM
|
3
|
1
|
--
|
Coming Soon
|
Comments