Huge Dragon, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., Fly 80 ft., Climb 45 ft.
STR
23 (+6)
DEX
15 (+2)
CON
23 (+6)
INT
15 (+2)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws STR +11, DEX +7, CON +11, WIS +8
Skills Perception +14, Stealth +7
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Ambush Trapper. Creatures surprised or frightened by the dragon have disadvantage on attack rolls and saving throws against magical effects. Additionally, whenever a creature at least one size smaller than the dragon attempts to fly out of its reach, the dragon makes its opportunity attacks against it with advantage. If the creature has an ability like "Flyby", the dragon can still make opportunity attacks against it, but with disadvantage and a -1 modifier to the attack roll.

Legendary Resistance (2/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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 6 (1d12) fire 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 and if the target is a Medium or smaller creature, the dragon can choose to instead deal no damage and grapple the target (escape DC 14). While grappled in this way, the target is restrained.

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.

Fire Breath (Recharge 5–6). The dragon exhales a burst of flame in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.

Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):

1/day each: bane, suggestion, faerie fire, confusion 

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 18 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

Hillstalker dragons are a species of manipulative creatures that prowl small mountainsides and hilly cliffs. They get their name, and nickname of being called "opportunity-snatchers", from their ability to patiently track down their prey before using numerous malevolent tactics to steer the prey into a place of no escape. This remarkable ability to lure and corner the unwary makes these dragons unexpected masters of stealth and deceit. They often use their draconic magic to cast illusions that minorly reshape the land around them, confusing their target even more. After tracking down their prey, the will most often let out a loud, frightening roar in victory, a move that they know will terrify the already captive prey into submission. These dragons are known for their somewhat odd physical features. Their bodies are extremely similar in design to a standard monitor lizard, except slightly higher above the ground, and their wings are very similar to those of metallic dragons, in the way that they have more than enough metacarpals. This gives their wings a fan-like look, and gives them the ability to better maneuver themselves while in flight. Hillstalkers also have small gender differences, with males growing a small frill right behind their heads that they can flush with blood to possibly attract females. Their tails are also prehensile, allowing them to grapple any smaller creatures that might dare to get out of the reach of their claws or bite.

Lair and Lair Actions

A Hillstalker Dragon’s Lair

Hillstalker dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.

With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

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:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 40-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

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

  • Small earthquakes are common within 4 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Surrounding foliage and terrain move away to reveal creature's that attempt to hide, giving disadvantage on Stealth (Dexterity) checks.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: CoastalHillMountainUnderdark

Dragonekillax2

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