Huge Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 203 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft., Burrow 50 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
19 (+4)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +10, CHA +11
Skills Perception +13, Stealth +6
Damage Immunities Cold, Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Stone-Like. The dragon is indistinguishable from a statue when it is not moving.

Burrowing Behemoth. This dragon, when coming out of its burrowing state, knocks all enemies prone in a 10 ft. Radius of itself, and they take 20 bludgeoning damage.

 

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 for the next 24 hours.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire 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.

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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Petrifying Gaze.
The dragon chooses a character in a 120 foot radius of itself, on a DC 17 wisdom saving throw, the target becomes petrified. It Can attempt to escape each turn for a DC 17 wisdom check.

Innate Spellcasting (Costs 2 Actions).  The dragon casts a spell up to level three with its spellcasting modifier being Wisdom. The dragon cannot use healing spells, or spells belonging to the cleric or paladin. The DC level for these spells is always 17

 

Description

The odor of sulfur and pumice surrounds a stone dragon, whose swept-back horns and spinal frill define its silhouette. Its ashy dark stone scales are sharp but strong. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

Lair and Lair Actions

A Stone Dragon’s Lair

A stone dragon resides deep within a cavern, carving it out over the course of its young life. The hoard is located in a central tunnel with a massive area for it to engage in combat, or battle.

A stone dragon will frequently go out searching for new victims, decorating its lair with its prey.

A lair of a stone dragon has different actions:
these actions can be used on initiative roll 20 (losing ties)

The same action cannot be used twice in a row.

-Falling Rocks: The dragon attacks the top of the cave, making rocks fall in a 5 foot radius where it chooses. It deals 3d10 damage, and characters must succeed a DC 15 strength check or be knocked prone.
-Flood: The dragon floods a cavern in the labyrinth
-Cave in: The dragon causes a cave-in for one of its caverns.
-Raise the Petrified: The dragon uses its innate spell casting to command its petrified prey to attack enemies (10) (AC 15 25HP, deal 1d10 damage)

A lair slowly loses these features once the dragon has died.

Habitat: Mountain

TheDragonDude28

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