Huge Dragon, Neutral Good
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, Druidic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious.  Alice can breathe air and water.

Legendary Resistance (3/Day). If Alice fails a saving throw, she can choose to succeed instead.

Draconic Spellcasting. Alice's spellcasting ability is Charisma (Spell save DC 16, +8 to hit with spell attacks). She has the following spells prepared:

at will: druidcraft, gust, mold earth, shape water

1/day each: awaken, conjure elemental (earth or water only), wrath of nature

Actions

Multiattack. Alice can use her Frightful Presence. She then makes three melee or ranged weapon attacks:

Poison Tipped Arrow. Ranged Weapon Attack: +11 to hit, range 120/600 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

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.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of Alice's choice that is within 120 feet of her and aware of her 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 Alice's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5–6). Alice exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Alice 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. Alice regains spent legendary actions at the start of her turn.

Detect. Alice makes a Wisdom (Perception) check.

Tail Attack. Alice makes a tail attack.

Wing Attack (Costs 2 Actions). Alice beats her wings. Each creature within 10 feet of her must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Alice can then fly up to half her flying speed.

Description

Alicandra and her mother live in the Forest of Wyrms on the Sword Coast. There they are following the ways of the druids. 

Previous Versions

Name Date Modified Views Adds Version Actions
9/22/2022 6:23:59 PM
42
0
5e
Coming Soon
9/22/2022 6:25:59 PM
42
0
5e
Coming Soon
5/2/2023 11:33:29 AM
67
0
--
Coming Soon

Habitat: Forest

Disasterleo01

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