Huge Dragon, Any Chaotic Alignment
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., Fly 80 ft.
STR
22 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
8 (-1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +4, CON +10, WIS +5, CHA +5
Skills Athletics +10, Perception +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Understands the creature that awakened it but cannot speak
Challenge 11 (7,200 XP)
Proficiency Bonus +4
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: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 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.

Glitter Breath Weapon (Recharge 5–6). The dragon exhales a blast of glitter and confetti in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 36 (9d8) psychic damage on a failed save, or half as much damage on a successful one. If the creature fails, they are also blinded until the end of the dragon's next turn. They may use an action to end this effect by wiping glitter from their eyes.

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.

Candle Attack. The dragon lights a candle along its back and fires it at a creature or object it can see within range. If it is a creature, they must succeed a DC 14 Dexterity saving throw or take 5 (1d10) fire damage.

Cupcake Minion (Costs 2 Actions). The dragon summons a cupcake wyrmling. The wyrmling rolls its own initiative and acts on its own turn. 

Lair and Lair Actions

 

 

Habitat: Urban

EmpressOfEdge

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