Counter Strike. Charos can take 5 total reactions.
Multiattack. Charos can use his Frightful Presence. He can then make three attacks: one with bite and two with his claws. He can replace his bite with his Ram attack if available.
Bite. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit 31 (4d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 15 (3d6 + 9) slashing damage.
Ram (Recharge 5-6). Melee Weapon Attack: +16 to hit, reach 16ft., one target. Hit 74 (10d12 + 9) 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 19 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 forthe next 24 hours.
Charos can take the dodge action as a bonus action.
Hit Back. Charos makes a claw attack against a target in range who dealt him damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Dragons should never be underestimated, and those who do so usually don't live long enough to regret it. This sentiment is doubly true of Charos. Approaching him is dangerous, and one should think twice before attacking him. His great wings can buffet any attack and counter it, striking the unsuspecting assailant. Of course General Ullar knows the value of Dragons; that nothing is quite as terrifying as a huge armor plated flying monster. Charos, however, is not all brawn and no brains. He is as valiant as he is intelligent, and a king in his own right.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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