Huge Dragon, Lawful Neutral
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
23 (+6)
DEX
15 (+2)
CON
21 (+5)
INT
12 (+1)
WIS
13 (+1)
CHA
19 (+4)
Saving Throws DEX +7, CON +10, WIS +6, CHA +9
Skills Perception +11, Stealth +7
Damage Resistances Necrotic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 25
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water.

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 4 (1d8) acid damage.

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

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

The Tristis Dragon has two breath weapons

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

Illusory Fog Breath (Recharge 5–6)The dragon exhales Illusory fog in a 60-­foot cone. Each creature in that cone must make a DC 16 Wisdom saving throw.  On a failed save individuals in the cloud see visions of diseased individuals in their life. These visions cause affected individuals to have disadvantage on attacks against the dragon. 

 

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.

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.

Description

Tristis Dragons are very noble dragons. They guard graveyards which they see as their hoard. A tristis dragon will only attack those who violate the sanctity of the graveyard they guard. This dragon is very social, often helping the grieving by burying the dead. A sign of a tristis dragon is a well managed graveyard. 

Tristis dragons have scales that resemble a night full of stars. This allows it to fly at night without causing a stir. Its body has long obelisk like spike along its spine down to the tip of its tail. On the tip is a small set of spikes which mimic the sound of wind chimes when it moves. The Tristis Dragon has a folding hood similar to a cobra. This hood only opens when the dragon is threatened. The eyes of the tristis dragon are almost completely black, only small glowing pupils are visible.

To interact with people, tristis dragons often take the form of a black shadowy hound.

Lair and Lair Actions

The Tristis dragon makes its lair within graveyards. They build their nests underneath the graveyard making sure not to disturb any graves. The tristis dragon keeps its food stores in graves which it has dug. 

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:

  • 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.
  • Ghostly hands appear from the ground near creatures within 60 feet of the dragon, those creatures must make a Dexterity Saving throw of 16 or be held in place for a round. held creatures have a movement speed of 0. 

Regional Effects

The region containing a legendary Tristis 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 is covered in a thick fog, making travel twice as hard. 
  • within 1 mile of the dragons lair, ghostly creatures are more common
  • All vegetation within the dragons graveyard slowly dies 

 

Habitat: ForestUrban

Gilthaxus_God_of_war_and_cheese

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