Huge Dragon, Unaligned
Armor Class 16 Natural Armor
Hit Points 178 (17d12 + 68)
Speed 40 ft., Fly 80 ft.
STR
21 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
16 (+3)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws DEX +7, CON +9, WIS +7, CHA +7
Skills Perception +7
Damage Immunities Cold, Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 17
Languages Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Chameleon Skin. The chameleos has advantage on Dexterity (Stealth) checks made to hide.

Elder Sight. Magical Darkness doesn't impede the chameleos's darkvision.

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

Actions

Multiattack. The chameleos makes two Horn attacks and one Tongue Lash attack. It can replace any of these attacks with its Poison Spit attack.

Horn. Melee Weapon Attack. d20+10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Poison Spit. Ranged Weapon Attack. d20+10 to hit, range 60/240 ft., one target. Hit: 10 (3d6) poison damage and

a poisonous cloud appears in a 5-foot-radius, 10-foot-high cylinder centered on the target that lasts for 24 hours or until strong wind disperses the cloud. On a miss, the cloud appears in a space adjacent to the target. A creature that starts its turn in the cloud or moves through it for the first time on a turn must make a DC 17 Constitution saving throw, taking 7 (2d6) poison damage and be poisoned for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful one.

Tongue Lash. Melee Weapon Attack. d20+10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target has an object in at least one hand, it must make a DC 15 Strength saving throw or have the object swallowed by the chameleos. If the chameleos takes 30 damage in one turn, it regurgitates all swallowed objects in a 5 foot area adjacent to it.

Poison Mist (Recharge 5-6). The chameleos exhales a poisonous mist in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one. The Mist lingers until the start of the chameleos next turn. A creature that starts its turn in the mist or moves through it for the first time on a turn must make a DC 17 Constitution saving throw, taking 28(8d6) poison damage and become poisoned for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful one.

Invisible Passage. The chameleos magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible, the chameleos leaves no physical evidence of its passage, so it can be tracked only by magic.

Bonus Actions

Silent Step. While invisible, the chameleos teleports up to 30 feet to an unoccupied space.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the chameleos takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • The Chameleos exhales a thick fog from its lungs filling the area. The fog is a 60-foot-radius, 30-foot-high cylinder centered on the chameleos, spreads around corners, and its area is heavily obscured. The fog lasts for 1 minute, until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, or when the chameleos dies. While the chameleos remains in this fog, it can use its Invisible Passage as a free action at the end of its turn
  • Poisonous mist billows around one creature the chameleos can see within 120 feet of it. The creature must succeed on a DC 15 Constitution saving throw or be poisoned until initiative count 20 on the next round.
  • Chameleos causes 8 small poisonous mushrooms to grow in unoccupied spaces that it chooses within the lair. While the mushrooms are heavily obscured they are considered invisible. A creature that enters a space that the poisonous mushrooms occupy must make a DC 17 Constitution saving throw, taking 11 (3d6) poison damage and become poisoned for 1 minute on a failed save, or half as much damage and are not poisoned on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
MisterStasi

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