Huge Dragon, Neutral Evil
Armor Class 20 Natural Armor
Hit Points 212 (17d12 + 102)
Speed 50 ft., Burrow 50 ft., Swim 50 ft., Fly 100 ft.
STR
17 (+3)
DEX
20 (+5)
CON
22 (+6)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +10, CON +11, WIS +7, CHA +9
Skills Perception +7, Stealth +10
Damage Immunities Fire, Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 17
Languages Draconic (unique dialect)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
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 three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) 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 17 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.

Salt Breath (Recharge 5-6). The dragon exhales fine salt crystals in a 80­-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails their save is also blinded for 1 minute, has disadvantage on attack rolls and ability checks, and is unable to breathe as the salt hardens over any orifice on the creature’s body. A creature who fails their save by more than 5 is unable to take a breath as they become covered in salt and immediately starts suffocating. If a creature uses an action to pour at least 1 gallon of salt-free water over the victim, the victim is no longer affected by the dragon’s salt breath at the start of their next turn.

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.

Slither. The dragon makes a Dexterity (Stealth) check and attempts to hide.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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