Huge Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 140 (17d12 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
21 (+5)
DEX
14 (+2)
CON
19 (+4)
INT
13 (+1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +6, CON +8, WIS +5, CHA +7
Skills Perception +11, Stealth +7
Damage Resistances Psychic
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic Babble
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Babbling. This creature is rapidly shouting a nonsense language.

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon can use its Drunk 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 + 4) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 4) bludgeoning damage.

Drunk 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 16 Constitution saving throw or become drunk for 1 minute. A drunk creature has disadvantage on Dex saves and must make Dex save DC5 every time it attempts to move. 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 Drunk Presence for the next 24 hours.

Acid Breath (Recharge 5–6). The dragon exhales LSD, from both ends, in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. Each creature that fails is now under the effects of LSD, and are seeing this battle in a very psychedelic way.

Legendary Actions

The dragon can take 1 legendary action, 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.

Spontaneous Duplicity: The Dragon chooses to grow an extra head, an extra set of legs, or an extra tail.

Invert: The Dragon's head and tail shrink into it's body, then come out on opposite sides.

Snatch: The dragon makes a snatch at a player (or players if it has multiple heads).  STR DC 15, or DEX DC 12, player's choice.

 

Description

This dragon is black, with metallic swirls.

VoloTheDreamer

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