Huge Dragon, Neutral
Armor Class 21 Natural armor
Hit Points 319 (22d20 + 88)
Speed 40 ft., burrow 40 ft., fly 80 ft.
STR
27 (+8)
DEX
19 (+4)
CON
18 (+4)
INT
25 (+7)
WIS
23 (+6)
CHA
3 (-4)
Saving Throws DEX +9, CON +9, WIS +11, CHA +1
Skills Perception +7, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 150, Darkvision 60, Tremorsense 300, Passive Perception 14
Languages Languages known by the creatures it is composed of
Challenge 15 (13,000 XP)
Proficiency Bonus +5
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.
 
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 can use its Paralyzing Presence. It then makes four attacks: one with its bite, two with its claws, and one with its tail.

Bite. Melee Weapon Attack: +11 to hit, reach 15 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 10 ft., one target. Hit: 11(2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Decaying Breath (Recharge 6). The dragon exhales noxious gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 39(11d6) necrotic damage on a failed save which ignores resistances, that persists for 6 rounds, taking half as much on a successful save.

Paralyzing 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 18 Wisdom saving throw or become paralyzed 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 Paralyzing Presence for the next 24 hours.

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

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.

 
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 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 30-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 250 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. Unlike the adult counterpart, you can in fact suffer 6 levels of exhaustion from this effect, and die. 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.

Monster Tags: undead

TheKCKid6285

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