Huge Dragon, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., Burrow 35 ft., Fly 70 ft.
STR
22 (+6)
DEX
11 (+0)
CON
21 (+5)
INT
12 (+1)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws DEX +4, CON +9, WIS +8, CHA +6
Skills Perception +11, Stealth +5
Damage Resistances Cold, Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Minor Immutability. The dragon has advantage on saving throws against its form being changed in any way.

Rock Supreme Camouflage. The dragon's Stealth modifier is doubled while the dragon is trying to hide in rocky and/or snowy terrain. 

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can replace the claw attacks with Fireball attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 3 (1d6) fire or cold damage (dragon's choice).

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Fireball. Melee Weapon Attack: +11 to hit, range 15/60 ft., one target. Hit: 9 (2d8) fire or cold damage (dragon's choice) plus 3 (1d6) 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 13 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.

Coldfire Breath (Recharge 6). The dragon exhales a blast of fire in a 55-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 22 (4d10) fire damage plus 27 (5d10) cold damage on a failed save, or half as much damage on a successful one.

Cloak (Recharge 6). The dragon casts invisibility or see invisibility, targeting itself.

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.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

An Alpineclaoker Rock Dragon’s Lair

Alpinecloaker rock dragons lair just about anywhere that has heat and a lot of rocks and crevices. They love places where they can hide there treasure and blend in with the surrounding rocks.

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:

  • Cold, dazing fog fills a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 12 Constitution saving throw, taking 5 (2d4) cold damage and have disadvantage on its next saving throw on a failed save, or half as much damage and no other effects on a successful one. A creature that ends its turn in the fog takes 5 (2d4) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
  • Jagged stone shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 against each target. On a hit, the target takes 6 (1d12) piercing damage.
  • The dragon creates a wall of granite on a solid surface it can see within 90 feet of it. The wall can be up to 20 feet long, 25 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 10, 19 hit points, resistance to nonmagical damage, and immunity to acid, necrotic, poison, and psychic damage, plus resistance to either cold or fire damage (dragon's choice). When the wall is destroyed due to damage, each creature within 5 ft of it must make a DC 13 Dexterity saving throw, taking 2 (1d4) bludgeoning damage plus 1 fire or cold damage (dragon's choice). The wall disappears when the dragon uses this lair action again or when the dragon dies.

Regional Effects

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

  • Thin, granite-caked mist lightly obscures the land within 6 miles of the dragon’s lair.
  • Stone walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 10, 12 hit points, resistance to nonmagical damage, and immunity to acid, necrotic, poison, and psychic damage.
    If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

If the dragon dies, the mist within 1 day. The stone walls deteriorate and collapse over the course of 2d6 days.

Habitat: ArcticGrasslandHillMountainUnderdark

Dragonekillax2

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