Huge Construct, Neutral
Armor Class 18 Natural Armor
Hit Points 126 (12d10 + 60)
Speed 40 ft., Walk 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
10 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +8, CON +5
Skills Athletics +7
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft, Passive Perception 14
Languages Understands common and draconic but cannot speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Automated Repairs. The Dragon regains 10 hit points at the start of each of its turns if it has at least one hit point left. This ability doesn’t activate if the dragon has taken acid damage sense its last turn

Courier. The Dragon has room to hold 8 medium creatures and 2 large creatures within itself creatures inside the dragon have full cover from attacks outside the dragon. when the dragon dies all creatures inside the dragon are expelled landing prone in the nearest unoccupied space 

Constructed Nature. The Dragon dose not require air food drink or sleep. It cannot be put to sleep and cannot be persuaded to take actions contrary to its programing by nonmagical means.

Actions

Deploy. The Dragon deploys up to ten creatures from its body each creature appears in an unoccupied space five feet from the dragon 

Embark. The dragon attempts to collect up to 8 medium or small creatures and up to 2 large creatures bringing them within the dragon. To collect a creature the dragon must be within five feet of the creature. A creature can attempt to resist being collected with a successful DC 16 dexterity (acrobatics) check a creature that fails the save or is willingly collected is now within the dragons space and gains the benefits of the dragons courier ability 

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 4) slashing damage. 

Wrist Crossbow. Ranged Weapon Attack: 3 to hit, range 120/230 ft., 1 target. Hit: 7 (1d10 + 1 ) piercing damage. 

Fire Breath - (5-6). The Dragon exhales a line of flames that is five feet wide and 20 feet long each creature within the line must make a dexterity saving throw or take 15 (2d10 + 5) fire damage on a failed save, half damage on a success.

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/3/2023 9:09:20 PM
11
1
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Coming Soon

Habitat: Urban

MagicMissile13

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