Gargantuan Dragon, Typically Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +5, CON +10, WIS +6, CHA +8
Skills History +7, Perception +11, Persuasion +8, Stealth +5
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 13 (10,000 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 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Legendary Actions

The skeledron 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 skeledron regains spent legendary actions at the start of its turn.

Detect. The skeledron makes a Wisdom (Perception) check.

Tail Attack. The skeledron makes a tail attack.

Wing Attack (Costs 2 Actions). The skeledron 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 skeledron can then fly up to half its flying speed.

Description

This creature is one that appears to be the skeleton of a dragon, but is more structurally sound and can be ridden and/or kept as a pet. They are typically shy, but once they have a handler they are bound to them for life. If the handler passes, it will go into a depressive state for many decades and will need taken care of. They mature as all other dragons. Skeledrons mate for life, and always return to the same place to lay eggs. Both parents care for the hatchlings, and they take turns incubating the eggs. Wyrmlings typically learn to fly at about 8-12 months old. They return home to the lair and live with their parents until they are about 20 years old. Older skeledrons that have not yet left the nest will stay home with the new hatchlings and wyrmlings until they leave the nest.

Lair and Lair Actions

A Skeledron's Lair

Skeledrons will often live in a lair that has previously been made by another creature. The lair is typically in the forest or desert. 

Habitat: Desert

EijiroKirishima43

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