Huge Dragon, Neutral Good
Armor Class 18 (natural armor)
Hit Points 229 (17d12 + 119)
Speed 40 ft., Swim 40 ft., Fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +5, CON +12, WIS +7, CHA +9
Skills History +7, Perception +12, Persuasion +8, Stealth +5
Damage Resistances Fire
Damage Immunities Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 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.

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Poison Breath. The dragon exhales toxic fumes in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (13d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails this save is also poisoned for 1 minute and can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Confusion Breath. The dragon exhales confusing gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall under the effects of the Confusion for the next minute.  A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Lead Dragon’s Lair

A lead dragon’s desert lair is typically around coastal volcanos and mountains, using cooled lava chambers and tunnels for their homes. 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • A heavy tremor shakes the earth around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be knocked prone.
  • A plume of volcanic gasses erupt from a point that the dragon can see within 120 feet of it. Each creature within a 20-foot radius from the point must make a DC 15 Constitution saving throw or take 6 (1d12) poison damage and be poisoned for 1 minute. The gas spreads around corners. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Regional Effects

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

  • Strong ocean currents circle the water within 6 miles of the dragon’s lair. The currents lead to safe shores and harbors, while also leading away from areas that the dragon prefers to remain undisturbed.
  • Shadows of Large or smaller monsters haunt the waters within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with a shadow reveals it to be an illusion, because objects pass through it, the shadow dissolving into nothing.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a lava tube within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.

If the dragon dies, the currents peter out in 1d10 days, but the other effects fade immediately.

Habitat: CoastalMountain

Garg0yle

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