Huge Dragon, Neutral
Armor Class 19 (natural armor)
Hit Points 158 (9d12 + 100)
Speed 40 ft., Fly 80 ft., Burrow 30 ft. The glass dragon can burrow through loose material ground such as sand or pebbles.
STR
27 (+8)
DEX
25 (+7)
CON
20 (+5)
INT
16 (+3)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws DEX +12, CON +10, WIS +6, CHA +7
Skills Arcana +8, History +8, Perception +11, Stealth +5
Damage Vulnerabilities Bludgeoning
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Acid
Condition Immunities Blinded, Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Actions

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

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.

Clear Scales: Each creature that has not already spotted the dragon and is searching needs to make a DC 16 wisdom perception check to spot the dragon as its translucent scales bend light around it. (If a player loses sight of the dragon at the end of its turn the check must be re-made or attacks have disadvantage when targeting the glass dragon.)

Breath Weapons (Recharge 5–6). The dragon uses it piercing breath.

Molten Breath. The dragon spews a molten blast in a 30-foot line. Each creature in that area must make a DC 20 Dexterity saving throw, taking 58 (13d8) fire damage on a failed save and is restrained as the molten glass begins to harden, or half as much damage on a successful one and is not restrained. (this weapon does not recharge on a 5 or 6 the dragon must land and use a action or reaction to replenish its molten stores)

Piercing breath. The dragon exhales hail of shards of glass in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw taking 58 (13d8) fire damage  A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sharded Shape. As the dragon is beaten and battered the glass of its scales begin to melt and form into its weapons, once the dragon reaches below 50% of its maximum HP add 1.5 X damage dice to all attacks. and once the dragon reaches below 25% of max life double amount of original damage dice of all attacks and reduce AC to 16 as its own armor becomes ammunition for its survival.

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.

Replenish. The dragon may(as long as it is touching the ground) replenish its Molten Breath weapon.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 22 (4d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Habitat: CoastalDesertUrban

Melldoff125

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