Large Dragon, Neutral
Armor Class 18 Natural armor
Hit Points 78 (12d10 + 12)
Speed 40 ft., burrow 15 ft., fly 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
13 (+1)
INT
18 (+4)
WIS
16 (+3)
CHA
9 (-1)
Saving Throws DEX +6, CON +5, WIS +7, CHA +3
Skills Perception +5, Stealth +7
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Blinded, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 30, Darkvision 60, Passive Perception 14
Languages Languages known by the creatures it is composed of
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
Amorphous. You can squeeze through a space as narrow as 1 foot wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.
Vocal Library. The Corpse Dragon can speak using any of the voices of those it has absorbed.

  Corpse Separation. If a caster casts Animate Dead, True Resurrection, Revivify, etc., on any corpse within the dragon, the newly-raised dead can attempt to free themselves from the dragon, which requires the same checks as if it were freeing itself from a grapple. The dragon gets major advantage on the check. If the targets fail to free themself, they take 100(20d10) necrotic damage per turn until they die, at which point the dragon uses the absorb action for no cost. However, if every corpse in the dragon is raised(refer to characteristics for average corpse count), the dragon will die.

 

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit:  15(2d10 + 4) piercing  damage. Target creature must make a DC 15 Constitution saving throw, or take an additional 7(2d6) necrotic damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11(2d6 + 4) slashing damage.

Decaying Breath (Recharge 6). The dragon exhales noxious gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 6d6 necrotic damage on a failed save which ignores resistances, that persists for 3 rounds, taking half as much on a successful save.

Bonus Actions

Absorb. The dragon absorbs a nearby corpse of a creature, healing for 11(2d10)hit points as well as increasing their maximum health by half the rolled amount, rounded down.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This is a dragon born of a mass burial, rather than an egg. A pile of bodies, with unfinished business created by unbridled rage. and now, they returned.
The young dragon is created from roughly 50 corpses, its appearance being a fleshy mass of the remains of its parts. Coated in mismatched flesh, eyes, bony horns, and with the constant smell of rot permeating the air around it.

Lair and Lair Actions

Being a dragon comprised entirely of corpses, it dwells in crypts and graveyards, anywhere it has easy access to the dead to further mass its strength.

Lair Actions

On initiative count 15 (losing initiative ties), the Corpse Dragon takes a lair action to cause one of the following effects; the Corpse Dragon can’t use the same effect two rounds in a row:

  • The Corpse Dragon has 1d6+3 small vents throughout the lair, about 1 foot in diameter. The dragon can retreat into any of these vents and appear out of another, if the entrance is within the range of their movement.
  • Using the aforementioned vents, it can retreat into a vent and disperse its Decaying Breath smoke in a 15-foot sphere around all other entrances.

Regional Effects

The region containing a Corpse Dragon’s lair is a graveyard, which creates one or more of the following effects:

  • Within a 1-mile radius of the Corpse Dragon's lair, all creatures make a DC 16 Wisdom save, or have mild self-destructive tendencies.
  • The lair is filled with the rank scent of decomposing corpses. Anyone within 120 feet of the lair must make a DC 17 Constitution save, or will become poisoned. You must make this every minute while within the radius, the DC increasing by 1 each successful save. When you leave the radius, the effect will fade over 1d4 minutes, or from a lesser restoration.
  • When the Corpse Dragon initiates a grapple successfully, It can immediately drag the target into a vent with no movement cost.

If the Corpse Dragon dies, these effects fade over the course of 1d8 days.

Monster Tags: undead

TheKCKid6285

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