Huge Dragon, Any Alignment
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
19 (+4)
WIS
1 (-5)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, CHA +11
Skills Perception +13, Stealth +6
Damage Vulnerabilities Bludgeoning
Damage Resistances Slashing
Damage Immunities Fire, Piercing, Poison
Condition Immunities Charmed, Deafened, Petrified, Poisoned, Unconscious
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 200 ft, Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Spellcasting. Brinx can cast five spells without needing to recharge for 24 hours.

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 19 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.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

The Brinx Security System casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19, +5 to hit with spell attack):

1/day each: fire storm, magic missile, fire bolt, Lightning bolt, fireball

 

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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The Brinx Security System is an all-in-one solution for all of your wizardry needs. This mechanized beast will treat your vault of magic wonder as it's own hoard and will hunt down and destroy anyone and anything that tries to take from you and it. Just load it up with whatever power source you want and watch it cast spells that match!

Lair and Lair Actions

The Brinx Securtiy System Lair

The lair must be within a mile of the intended point of security for maximum effect.

 

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:

  • A wall of sound erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 18 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around Brinx. Each creature other than the Brinx on the ground in that area must succeed on a DC 19 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the Brinx can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects.

If the security system dies, the buyer must contact the national headquarters over the course of 1d10 days or their warranty may become null and void. .

Habitat: HillMountainUrban

Nico_Corona

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