Huge Dragon (Archfey), Neutral Evil
Armor Class 19 natural armor
Hit Points 212 (17d12 + 102)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
14 (+2)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws DEX +7, CON +11, WIS +6, CHA +9
Skills Perception +11, Stealth +7
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Darkvision 120ft, Truesight 60ft, Passive Perception 21
Languages Common, Draconic, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water.

Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 19 Wisdom (Insight) check.

Legendary Resistance (3/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) necrotic damage.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 6 (1d12) necrotic damage.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 6 (1d12) necrotic 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 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.

Time Inhalation (Recharge 5-6). The dragon inhales life force in a 90-­foot cone. Each creature in the area must make a DC 18 Wisdom saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more the creature is frightened of the dragon for 1 minute and it ages 2d4 x 10 years. A frightened target can attempt a DC 18 Wisdom Saving Throw at the end of each of its turns, ending the frightened condition on itself on a success.

Intellect Extraction. The dragon targets one creature it can see within 30 feet. The target must make a DC 19 Intelligence Saving Throw. On a failed save, the dragon learns one fact or secret about the creature. If the target fails their save by 5 or more, the information stolen by the dragon is lost to them until they are reminded of it.

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.

Extract Intellect (Costs 2 Actions). The dragon uses intellect extraction.

Wing Attack (Costs 2 Actions). The dragon beats its wings. 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 knocked prone. The dragon can then fly up to half its flying speed.

Summon Spirits (1/Day) (Costs 3 Actions). The dragon summons the souls of creatures it has slain previously using its breath weapon causing 2d4 ghosts to appear anywhere within 60 feet of the dragon.  If the dragon is killed the ghosts disappear

Description

Enter a general description for your monster here.

Lair and Lair Actions

Hag dragons often make their homes in acrid swamps, murky forests, or other dingy places far removed from the light of day. Often they inherit or share their lair from the hags who create them. 

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:

  • Thorny vines jut out from the mud and muck in an attempt to strangle enemies of the dragon. Up to 3 creatures the dragon can see must succeed on a DC 13 Dexterity saving throw. A creature that fails the save is grappled (escape DC 13) and takes 4 (1d8) piercing damage at the start of each of their turns as long as they remain grappled.
  • All creatures in a 15 foot area the dragon can see are filled with an overwhelming sense of despair as they see visions of their own lives being ripped away. They must succeed on a DC 13 Wisdom saving throw or take 7 (2d6) psychic damage.
  • A mushroom cap explodes, sending arcane spores towards a single target who must succeed on a DC 15 Dexterity saving throw or have the bioluminescent spores cling to their body. Attacks made against a spore-covered creature have advantage for 1 minute or until a creature uses an action to scrape the spores off. 

 

Monster Tags: Hag

Habitat: Swamp

MACERTAMENTE