Gargantuan Swarm of Huge dragons, Chaotic Neutral
Armor Class 18 Natural armor
Hit Points 481 (26d20 + 208)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
14 (+2)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws CON +15, WIS +10, CHA +11
Damage Vulnerabilities Radiant
Damage Immunities Acid, Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Passive Perception 27
Languages Telepathy 120ft., understands Terran and Draconic but does no speak.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Amorphous. The dragon can move through a space as narrow as 5 feet wide without squeezing.

Corrosive Form. A creature that touches the dragon or hits it with a melee attack within 5 feet of it takes 12 (2d8) acid damage.

Horrid Stench. Each creature that starts its turn within 60 feet of the dragon must succeed on a DC 19 Constitution saving throw or become poisoned 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 throws is successful or the effect ends for it, the creature is immune to the dragon's Horrid Stench for the next 24 hours.

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

Spider Climb. The dragon can climb difficult surface, including upside down on ceilings, without needing to make an ability check. 

Split. When the dragon starts its turn with less than half its maximum hit points (240) it divides into two separate creatures. Each dragon has half the dragon's current hit points. The dragons' statistics don't change except each is a Huge creature, each has 2 legendary actions, each loses its Legendary Resistance trait, and each has only one head and one tentacle.

Actions

 Multiattack. The dragon makes one bite attack with each of its two heads two claw attacks and one Tail attack.

Bite. Melee Weapon Attack +16 to hit, reach 15ft., one target. Hit 18 (2d8+9) piercing damage plus 9 (2d8) acid damage.

Claws. Melee Weapon Attack +16 to hit, reach 10ft., one target. Hit 16 (2d6+9) slashing damage.

Tail. Melee Attack Weapon +16 to hit, reach 20ft., one target. Hit 18 (2d10+9) bludgeoning damage plus 9 (2d8) acid damage. The target must make a DC 23 Strength saving throw or be knocked out. 

Tentacle. One target within 30 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) acid damage.  and become grappled by the dragon (escape DC 18). While grappled in this way, a Large or smaller target moves with the dragon and takes 18 (4d8) acid damage at the start of each of the dragon's turns. The dragon has two tentacles, each of which can grapple one creature. 

Breath Weapon (recharge 4-6). Each of the dragons heads sprays acidic slime in a 15-foot wide, 50-foot long line. each creature in the slime's area must succeed on a DC 23 Dexterity saving throw, taking 90 (20d8) acid damage on a failed saving throw and getting covered in slime. Creatures covered in slime take 18(4d8) acid damage at the start of each of their turns until the slime is scraped of washed away using an action. Creatures that succeed at the initial save take half the initial damage and are not covered in slime. The slime lands on the ground, creating difficult terrain until it is cleared. Creatures that fall prone in an area coated in slime take 22 (5d8) acid damage. 

 

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.

Tentacle Strike. The dragon uses its tentacle action. 

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.

Habitat: ForestGrasslandHillMountainSwampUnderwater

Wolfenstein7127

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