Huge Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 210 (20d12 + 90)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +4, CON +8, WIS +5, CHA +6
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 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The dragon can breathe air and water.

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 two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 4 (1d6) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +6 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 14 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.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Poison Sliver. Ranged weapon attack: +6 to hit, range 60 ft., one target. Hit: 15 (1d8 + 6) piercing damage. On a successful hit the creature must make a DC 14 Constitution saving throw, taking 4 (1d6) poison damage on a failed save and the target is poisoned.

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.

Poison Sliver. The dragon makes a poison sliver attack. 

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 15 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

Asterogax the Mad, known by many names is a consummate trickster. This dragon has been the cause of many plagues, diseases and is known for causing wanton destruction and suffering. Asterogax is quite insane and delights in the manipulation and decay of others. 

Known to some as the 'Gardener', Asterogax has recently taken up occupancy in the great city of Al-Gazzani whereby he peddles his trade of poisons and potions, spreading pain and suffering across the city. 

Given some cursed water by the gnome Bilfor, Asterogax has begun his magnum opus, the death of an entire city. By poisoning the water supply, the death toll is already in the hundreds and will only rise if not stoppped.

Lair and Lair Actions

 

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:

  • Asterogax releases a poisonous miasma that weakens its foes. All creatures must make a DC 14 Constitution saving throw or have their hit point maximum reduced by [rollable](1d6);{"diceNotation":"1d6","rollType":"Hitpoint Reduction","rollAction":"Lair" until their next short or long rest. Creatures who are resistant to poison have advantage on this saving throw. Creatures who are immune to poison are immune to this effect. If a creature reaches a hitpoint maximum of zero, it will die. This effect can accumulate each round.
  • Asterogax releases a cloud of gas that saps the strength of those around him. All creatures must take a DC 14 Constitution saving throw. Creatures who fail this save notice their limbs growing weak and take a -1 to all attack and damage rolls using melee and ranged weapons, and have their movement reduced by 5ft
  • Asterogax sprays a cloud of poison that befuddles the mind. All creatures must make a DC 14 Wisdom saving throw. Creatures who fail this save  suffer a -1 to all Spell attack and damage rolls and have disadvantage on Constitution saving throws to maintain concentration.

 

Ramoxydate

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