Huge Dragon, Chaotic Good
Armor Class 17 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft., Fly 80 ft., Climb 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +6, CON +10, WIS +7, CHA +9
Skills Deception +14, Perception +12, Stealth +12
Damage Immunities Lightning, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing 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 18 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.

Ionised Gas Breath (Recharge 5-6). The dragon exhales a 60-foot cone of gas flickering with electric discharges. Each creature in that area must make a DC 18 Constitution saving throw or take 39 (9d8) lightning damage on a failed save, or half as much on a successful one. A creature that fails its save is also Poisoned until the beginning of the song dragon's next turn.

 

Change Shape.

The dragon magically polymorphs into the form of a female human between the ages of 20 to 30. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). The dragon spends so much time in its alternate form that it may select class levels, gaining all the benefits of the levels, including hit points, while human.The class levels gained by a song dragon's human form may not raise the form's challenge rating higher than that of the dragon form. Once the racial and class abilities of the song dragon's human form are set, they cannot be altered and remain true every time it transforms. As the dragon grows into a new age category, their human form may grow more powerful, gaining additional class abilities, ability bonuses, or feats. The dragon must abide by the choices they made at previous age categories, adding additional class levels and powers to those they already have, within the limits of their new challenge rating. When the dragon returns to dragon form, any gear it carried or wore while human melds into its dragon form but is not considered to be worn or wielded.

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 19 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.

Description

SONG DRAGON

Song dragons are a rare breed of dragons that prefer dwell among humanity. To this end they take on the form of a woman, using this disguise to live as a hum would, and only revealing their true form if placed in peril or the need is great enough. In their natural form, song dragons bear a strong resemblance to copper dragons. They are slim and splendid creatures with long horns that grow as a series of overlapping segments, as well as jaw frills. It is not known whether the similarities are more than coincidence. A song dragon has iridescent scales of silvery blue, and eyes of glowing blue. Little Lives. Despite their innate power, song dragons prefer to dwell among people that many other dragons might perceive as "lesser" creatures. To do so, they take on human form. Curiously, whatever the sex of a song dragon, their human form is always that of an attractive woman between the ages of 20 to 30. It is unclear why

their human form is restricted in this way. Perhaps it is merely a matter of choice, and this form is seen by the dragons as aesthetically ideal. Song dragons are fantastic actors, and those they interact with typically have no idea of their true identity.

Agents of Good.

While they may not make the most of their natural-born power, song dragons seldom live uninteresting lives. Many choose to serve or cooperate with powerful individuals, groups or organisations whose causes align with their sensibilities. They believe in causes that preserve, renew, and protect the land, or the community they choose to live in. Some song dragons may be perceived as great heroes of humanity, while others choose to keep their acts of heroism just as secret as their true form. Battle's Song. Whatever their form, song dragons prefer to strike quickly and mercilessly, ending a fight as soon as possible. In their dragon form they sing joyously as they fight, and it is this habit for which they are named. It is not uncommon for the habit to extend to the song dragon's human form, in which they may chant battle hymns or other songs of war. The song dragon is no fool, and they will remain silent if their song would endanger allies or prevent the success of their own attack. In human form, song dragons typically prefer to use weapons with a slashing edge.

Lair and Lair Actions

A SONG DRAGON'S LAIR

A song dragon is seldom fought in its lair - because its lair is the community in which their human home stands. The song dragon would seek to do battle anywhere else rather than risk the safety of their friends, and would only transform there, knowing the risk of being discovered, in the most dire of emergencies. The song dragon can use its lair actions in both dragon and human form.

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.

• The very cobbles of the dragon's home city become its to command, as it chooses a 10-foot-square area on the ground that it can see within 120 feet of it. Each creature on the ground in that area when the effect begins must succeed at a DC 15 Strength saving throw or be unable to move their feet from the ground on which they stand, becoming Restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the Restrained condition on a success. Moving within the affected area costs double movement for the distance traveled. On initiative count 20 on the next round, the effect grows more powerful for anyone still stuck, and the Strength DC to work free increases to 20.

• The dragon chooses a 30-foot-square area on the ground it can see within 120 feet of it. Anyone starting their turn within that area must make a DC 15 Wisdom saving throw the moment they attempt to move. If they fail, they see obstacles where there are none and paths that don't exist. They end up anywhere the dragon wishes them to be, within the limits of their movement. Once a creature has successfully saved against this effect, they see through the illusion. This effect lasts until the dragon uses this lair action again or until the dragon dies.

• The dragon chooses one creature within 120 feet of it. It does not have to see the target creature, but it must know they are within range. The dragons sings a beautiful, haunting song. The creature perceives the song in their own native tongue, and the words they hear speak to their personal desires, hopes, or heartaches. The creature must succeed at a DC 15 Wisdom saving throw or be enamored of the song dragon, becoming Charmed. They may repeat the saving throw at the end of each of their turns. This effect lasts until the dragon uses this lair action again, until the dragon dies, or until the target creature succeeds at their saving throw.

REGIONAL EFFECTS

The region containing a legendary song dragon's lair is warped the dragon's magic, which creates one or more of the following effects: • Intelligent creatures within the town in which the dragon lives feel joyous, and at peace. Good-aligned creatures in particular feel like this town is lovely, and would make an excellent place to settle.

• The dragon can use tiny beasts such as rodents and birds within the town as its eyes and ears. They are unaware of its presence in their mind.

• The town in which the dragon lives seems better kept and more beautified than efforts on the part of its citizens can explain. The citizens assume someone else is responsible, but tend not to question who or how

 

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: Urban

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