Huge Dragon, Lawful Neutral
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +6, CON +10, WIS +7, CHA +8
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 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 dragonnel uses its Harrowing Roar. 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 plus 7 (2d6); poison damage.

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

Harrowing Roar. Each creature of the dragon's choice that is within 120 feet of the dragon that can hear 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 dragonnel's Frightful Presence for the next 24 hours.

Legendary Actions

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

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

Tail Attack. The dragonnel makes a tail attack.

Flying Rake (Costs 2 Actions). The dragonnel flies up to it's full fly speed, but atleast half its flying speed. This movement does not provoke attacks. Each creature in it's range must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6); slashing damage and be knocked prone. 

Lair and Lair Actions

 

The jungle inhabited by a dragonnel is lush to the point of being almost impenitrable. The trees grow taller, the leaves wide, and every moss and lichen grows thick and rich. Dense clumps of mushroom grow at the base of the trees and vines snake their way to net every path and trail. The dragonnel itself chooses a strong dens tree where it makes a thick nest high in the canopy. From there, it looks down and watches every plant and animal that inhabits it's jungle.

Lair Actions
On initiative count 20 (losing initiative ties), the dragonnel takes a lair action to cause one of the following effects; the dragonnel can’t use the same effect two rounds in a row:

Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragonnel can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragonnel uses this lair action again or when the dragonnel dies.

A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragonnel. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8); piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8); piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragonnel uses this lair action again or when the dragonnel dies.

Magical fog billows around one creature the dragonnel can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragonnel until initiative count 20 on the next round.

Regional Effects

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

Thickets form labyrinthine passages within 1 mile of the dragonnel’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6); piercing damage from thorns.

Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
Within 1 mile of its lair, the dragonnel leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragonnel’s path.

Rodents and birds within 1 mile of the dragonnel’s lair serve as the dragonnel’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

If the dragonnel dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10; days, they become mundane plants and normal difficult terrain, losing their thorns.

Habitat: Forest

Nerdcastle

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