Huge Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 175 (14d10 + 70)
Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 100 ft.
STR
18 (+4)
DEX
28 (+9)
CON
16 (+3)
INT
16 (+3)
WIS
8 (-1)
CHA
14 (+2)
Saving Throws DEX +14, INT +8, CHA +7
Skills Perception +11, Stealth +5
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Swift Swim. The dragon can move through water as if it was air. While in water, it gains advantage on throws made against creatures and objects not skilled in water movement/combat.

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

Dexterous. Due to the dragon's incredible speed and dexterity, it is able to change targets without opening itself to opportunity attacks.

 
 
 
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Inflicts bleed on a failed DC 15 Constitution saving throw.

Tail. Melee Weapon Attack: +11 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.

Salt Breath (Recharge 5–6). The dragon exhales a blast of super-heated salt in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 66 (15d8) acid damage on a failed save as well as be blinded for the next 3 turns, or half as much damage on a successful one.

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.

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

Lair and Lair Actions

A Yellow Dragon’s Lair

Yellow dragons prefer to lair in coves near reefs, where they can submerge themselves when they please and use the terrain to their advantage. They become extremely territorial and will attack anything that comes close to their lair without discretion. 

A legendary yellow dragon can feel vibrations from the watery depths. It uses this ability to chase prey in the seas, leading to an unnaturally low amount of predators in an area and high amounts of smaller creatures. They can also use this ability to detect intruders that invade it's lair.

A yellow dragon uses it's swimming ability to surprise intruders, and leaps from the water in the bottom of it's cove to strike at the invaders. It uses powerful claw attacks that inflict bleed and concentrated breath attacks to decimate opponents before they realize what is happening.

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:

  • A cloud of super-heated salt fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The salt spreads around corners. Each creature in the cloud when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) acid damage and become blinded for a turn on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) acid damage. A wind of at least 20 miles per hour disperses the cloud. The cloud otherwise lasts until the dragon uses this lair action again or until the dragon dies.
  • The dragon creates a tidal wave from the water in the cove in a 15ft radius in a point of it's choosing within it's cove. Each creature within range must make a DC 12 Dexterity saving throw, taking 20 (6d6). bludgeoning damage and being knocked prone on a failed save, or taking half as much damage on a successful one.

 

Habitat: Coastal

TheLegacy961

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