Huge Dragon, Lawful Evil
Armor Class 19
Hit Points 225 (18d12 + 108)
Speed 40 ft., Fly 80 ft.
STR
25 (+7)
DEX
12 (+1)
CON
23 (+6)
INT
16 (+3)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws DEX +7, CON +12, WIS +9, CHA +10
Skills Perception +13, Stealth +6, Survival +8
Damage Immunities Lightning, Thunder
Senses Blindsight 60, Darkvision 120, Unknown cloud sight (the dragon can see throught heavily obscured clouds within 120 feet), Passive Perception 23
Languages Common, Draconic, Primordial
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Storm aura. The dragon emits an aura of rain and heavy wind in a 60ft sphere around it. Creatures that start their turn in the aura take 3 (1d6) thunder damage and have their speed reduced by 5ft.

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., 1 target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lighting damage. 

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 14 (2d6 + 7) slashing damage. 

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., 1 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.

Squall blast (Recharge 5-6).  The dragon exhales lightning and thunder in a 60-foot cone. Each creature in that cone must make a DC 19 Dexterity saving throw, taking 33 (6d10) lighting damage and being blinded on a failed save, or half as much damage and not blinded on a successful one. Each creature in the cone must make a DC 19 Constitution saving throw, taking 33 (6d10) thunder damage and being deafened on a failed save, or half as much damage and not deafened on a successful one.

Bonus Actions

Storm aura surge (Recharge 5-6). The dragon emits an aura of rain and heavy wind to surge around it. Creatures that start their turn within 10ft of the dragon take an additional 3 (1d6) thunder damage and must make a DC 20 strength saving throw or have their movement speed halved. Ranged weapon attacks are made at disadvantage. The surge lasts until the start of the dragon's next turn.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 (Costs 1 Action).  The dragon makes a Wisdom perception check.

Tail Attack (Costs 1 Action).  The dragon makes a tail attack.

Tailwind (Costs 2 Actions).  The dragon beats its wings and flies half its fly speed this movement doesn't provoke opportunity attacks. Each creature the dragon passes within 10ft of must make a DC20 strength save or take 14 (2d6 + 7) bludgeoning damage and be pulled to an unoccupied space within 10ft of where the dragon ends this movement.

Description

Squall dragons come into being when the eggs of blue dragons are touched by primordial storm energies. They look similar to blue dragons however there is a constant rainfall emanating from their wings, and a plume of storm clouds runs down their neck like a horse's main.

Lair and Lair Actions

Squall dragons are outcasts due to their duel parentage and so tend to not build lairs, they prefer to travel living a nomadic lifestyle, and they utilize interdimensional items such as a [bag of holding to bring their hoards with them. As such the squall dragon is followed by extreme weather patterns and calls these storms its lair.

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:

  • Torrential downpour. Rain falls from the sky causing an area on the ground within 120ft of the dragon to become difficult terrain, if the area is on a steep slope such as a mountain creatures are pulled 5ft down the slope at the end end of their turns. 
  • Lighting strike. The dragon chooses 3 points it can see within 120ft. A bolt of lightning strikes the location. Each creature within 5ft of the target location must make a DC 14 dexterity saving throw or take  11 (2d10) lighting damage.
  • Thunder rumble. Each creature within 120ft of the dragon takes  3 (1d6) thunder damage. If a creature is flying it takes an additional 3 (1d6) thunder damage.

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/7/2023 1:23:22 PM
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