Large Dragon, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 234 (17d20 + 85)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +7, CON +10, WIS +6, CHA +8
Skills Perception +11, Stealth +7
Damage Immunities Acid
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water for 7 hrs

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

 

Actions

 

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) piercing damage 

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Raining rock. The dragon makes a weird noise then ten huge rocks rain down crushing all foes who have to make a dc 18 Charisma saving throw or each rock that land on them does 1d2 bludgeoning damage

AAA Attack.  The dragon screams a loud AAA sound and all creatures in range must succeed on a d19 wisdom saving throw or become deafened taking 54 (12d8) thunder damage to all foes.

 

Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

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.

Scream of death. The dragon does a a loud high pitched scream and all creatures that can hear must succeed on a dc 18 intelligence saving throw or  become charmed for 5 minutes, the creature can repeat the saving throw at the end of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

 

 

Lair and Lair Actions

AAAAA dragons dwell in hills  in the middle of nowhere. A AAAA dragons  lair is a dismal cave, grotto, or ruin that is completely  flooded, providing pools where the dragon sleeps, and where its victims can ferment. The lair is littered with the bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues.  Scorpions and snakes infest the lair, which is filled with the smell of death and rot.

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:

  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the hills are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • At the cave entrance poisons gas lingers poisoning the dragons enemy's

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Habitat: ForestHill

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