Huge Dragon, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 270 (20d12 + 140)
Speed 40 ft., Fly 80 ft., Climb 40 ft.
STR
26 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
18 (+4)
WIS
12 (+1)
CHA
26 (+8)
Saving Throws DEX +6, CON +12, INT +9, CHA +13
Skills Deception +13, Intimidation +13, Perception +6, Performance +18, Persuasion +13
Condition Immunities Blinded, Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Comedic Timing. The dragon has advantage on initiative rolls.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components: 

At Will: friendshideous laughter, vicious mockery

Actions

Multiattack. The dragon can use its comedic presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) damage plus the target must make a DC 21 Dexterity saving throw to avoid being blinded for 1d4 rounds. 

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 15 (2d6 + 8) damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 17 (2d8 + 8) damage.

Comedic Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or be thrown into a fit of laughter for 1 minute. While laughing, the creature falls prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. A creature can repeat the saving throw at the end of each of its turns or anytime it takes damage, 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 comedic presence for the next 24 hours. If the dragon uses its comedic presence and is unable to affect a single creature, it can immediately make a tail attack. 

Bubble Breath (Recharge 5-6). The dragon exhales goopy bubbles in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw to avoid becoming covered in slippery slime. All creatures that fail their saving throw are blinded for 2d4 rounds. The area where the dragon exhaled its bubbles becomes difficult terrain and every creature who wishes to move within the area must succeed on a DC 16 Dexterity saving throw for every 5 feet of movement they wish to make, falling prone on a failed save. After 10 minutes the bubbles fade and the area is no longer affected.

Legendary Actions

The adult pink 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 their turn.

Mock. The dragon casts Hideous Laughter (DC 21).

Tail Attack. The dragon makes a tail attack.

Good Impression (Uses 2 Actions). The dragon casts a spell it has seen another creature cast within the past hour. The dragon’s save DC is 21 and its spell attack modifier is +13.

Description

Pink dragons can be found almost anywhere, most frequently in some form of underground lair. Many hapless adventurers have been fatally fooled by the dragon's dopey appearance and delicate pink coloration. Pink dragons love to talk, but they are prone to eat those who do not laugh at their jokes.

Draconic Comedians. Pink dragons, unlike most of their chromatic cousins, have an incredible sense of humour. While many other dragons hoard gold, treasure, or other such foolish things, the pink dragon hoards jokes. To these creatures, a great joke is worth a king’s ransom, and stealing their comedic material is grounds for destruction. Bards be warned. 

Fun Loving Ancients. Pink dragons are good natured for the most part, however, they do take a sadistic delight in berating their enemies while overwhelming them withsoapy bubbles. Watching an enemy slip and struggle tostand while they crack jokes is common practice. 

Lair and Lair Actions

Fun loving pink dragons house themselves in far different lairs than their chromatic cousins. To a pink dragon a lair is not a place to assure victory in battle but instead their favorite stage to perform on. Pink dragons generally make their lairs either closer to civilization than most dragons, though this can be a risky endeavor, or in the deepest reaches of the most dangerous subterranean areas or near the tallest uninhabited peaks because the best audience is one who doesn't see it coming. 

In its lair a pink dragon keeps several joke books, props and silly traps wired to do everything from spill glitter and glue on an unassuming adventurer or hit them with a sudden jumpscare. They even sometimes keep rooms full of silly instruments and human clothes should the dragon be sufficiently powerful as to turn into a human form.

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:

  • The entire lair is shrouded in magical darkness, except for the pink dragon. A stagelight seemingly shining from nowhere appears overhead with them at its center. The pink dragon then cracks a purposely bad joke that deals 2 (1d4) psychic damage to all creatures within 10 ft. of it and the room returns to normal. 
  • A magical prop box falls down in front of the dragon who proceeds to look through it for a certain item. The dragon pulls increasingly large and ridiculous items from the box forcing all creatures within 30 ft. of it to make a DC 13 dexterity saving throw or take 7 (2d6) bludgeoning damage. Once done the dragon will find a kazoo, harmonica, a bad wig or another ridiculous item that it proceeds to either play or put on as the box disappears. 
  • A magical microphone appears in the randomly in the hands of one creature within the lair. That creature is then told by a disembodied announcers voice to do a funny. The creature must then make a joke that the dragon finds amusing (at the DMs discretion). On a successful joke the dragon has disadvantage on attack rolls against that creature and they have advantage to succeed saving throws caused by the dragon until the next lair action. On a failed joke the dragon has advantage on all attacks targeting that creature and they have disadvantage on saving throws caused by the dragon until the next lair action.

Regional Effects

The region containing a legendary pink dragon’s lair is warped by the dragon’s shenanigans, which creates one or more of the following effects:

  • The faint sound of kazoos can be heard playing within 1 mile of the pink dragons lair but only when creatures are just about to fall asleep. Creatures must succeed a DC 10 Constitution saving throw each morning or gain 1 point of exhaustion. Roll 1d100 each morning. On a 5 or lower you wake up with drawing on your face (Anything from whiskers to hahaha like the joker in that one movie, remember that?).
  • Birds, plants and small animals within 1 mile of the pink dragons lair appear to have been haphazardly colored with bright colored paints. If these brightly colored animals are followed they will always lead you to a gimmicky trap that deals no damage but makes you look ridiculous.
  • Every time a joke is made within 1 mile of a pink dragons lair, that is not said by the pink dragon, crickets in the area start to buzz.

If the dragon dies, the paint will slowly wash away and the crickets will return to normal over the course of 1d10 days. 

blackpheonix47

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