Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
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 16 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.
Bite. Melee Weapon Attack: +11 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: +11 to hit, reach 5 ft., one target. Hit: 11(2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Decaying Breath (Recharge 6). The dragon exhales noxious gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 28(8d6) necrotic damage on a failed save which ignores resistances, that persists for 5 rounds, taking half as much on a successful save.
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.
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.
Tail Attack (Costs 2 Actions). The dragon makes a tail attack.
Absorb (Costs 2 Actions). 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.
Detect. The dragon makes a Perception check.
Wing Slam (Costs 2 Actions). The dragon beats its wings downward. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be pushed 5 feet downwards, being stuck in the ground.
Shockwave (Costs 3 Actions). The dragon beats its wings with enough force to create a shockwave of force in a 40-foot cone. All creatures within the cone must make a DC 19 Strength saving throw or take 19(3d6+6) Bludgeoning damage.
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 Adult dragon is composed of anywhere from roughly 100-1000 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 20 (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 1d10+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 25-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:
- The lair is filled with the rank scent of decomposing corpses. Anyone within 200 feet of the lair must make a DC 16 Constitution save, or will suffer a level of exhaustion. You must make this every minute while within the radius, the DC increasing by 1 each successful save. The affected creatures cannot suffer another level of exhaustion until they have failed the check 3 times since the last level of exhaustion, and cannot die of exhaustion. When you leave the radius, the effect will fade over 1d6 minutes, or from a lesser restoration.
If the Corpse Dragon dies, these effects fade over the course of 1d8 days.
To find the other ages of the corpse dragon, follow these links:
https://www.dndbeyond.com/monsters/4016715-corpse-dragon-wyrmling
https://www.dndbeyond.com/monsters/4016742-young-corpse-dragon
https://www.dndbeyond.com/monsters/4017066-ancient-corpse-dragon
I apparently listed amorphous twice but i do not give a damn right now.