Huge Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 140 (13d12 + 55)
Speed 50 ft., Fly 40 ft., Swim 20 ft.
STR
21 (+5)
DEX
12 (+1)
CON
23 (+6)
INT
12 (+1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +6, CON +11, WIS +6
Skills Perception +11, Survival +15
Damage Resistances Necrotic
Damage Immunities Acid, Poison
Condition Immunities Petrified, Poisoned, Unconscious
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 16
Languages Broken Draconic, Broken Common
Challenge 13 (10,000 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.

Undead Fortitude. If damage reduces the dragon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the dragon drops to 1 hit point instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one with its claws.

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

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

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 16 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.

Dust Breath (Recharge 5–6). The dragon exhales poisonous dust in a 50-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 32 (7d8) poison damage and being blinded on a failed save, or half as much damage on a successful one and not being blinded.

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.

Description

The creature looks like a decaying adult black dragon. What blood may be left is poisonous.

Catninja543

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