Armor Class 17 Natural Armor
Hit Points 95 (10d10)
Speed 20 ft., fly 40 ft.
STR
20 (+5)
DEX
8 (-1)
CON
15 (+2)
INT
8 (-1)
WIS
8 (-1)
CHA
14 (+2)
Saving Throws STR +9, WIS +3, CHA +6
Skills Athletics +8, Intimidation +7, Perception +3, Survival +3
Damage Resistances Necrotic
Damage Immunities Cold
Senses Blindsight 30ft, Darkvision 120ft, Passive Perception 13
Languages Common, Draconic, Dwarvish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Humanoidshape. You can use an action and bonus action to adopt a humanoid form and regain use of your base class features.

Dracocurse. Certain class features risk Straining yourself, thereby exacerbating your curse. If this happens, gain 1 level of Strain and take 1d4 Necrotic damage for each level. Lose 1 level of Strain when an ally Helps you. Lose all Strain through the effects of Lesser/Greater restoration, or a short rest. It is no longer difficult to regain your humanoid form when your curse is exacerbated.

Dark Reprieve. Due to your exposure to the Gentle Darkness, you gain resistance to all necrotic damage, including that taken by strain. 

Profane Smite. Once per turn, when you make a single successful melee attack, you can expend a spell slot to add 2d8 necrotic damage. The damage increases by 1d8 by every spell slot used above level 1, to a maximum of 5d8 damage.

Actions

Flawed Multiattack. Requires <4 Strain. Once per short rest, make three attacks (one each with claw and bite). After doing so, Strain yourself. If you miss any of the attacks, Strain yourself again.

Bite. +5 to hit, 10ft reach. 2d10 + STR piercing damage.

Claw. +5 to hit, 5ft reach. 2d6 + STR slashing damage.

Cursed Cold Breath. Requires <4 Strain. 30ft cone. Deals 3d8 Necrotic and 3d8 Cold damage. DC 17 DEX saving throw to halve that damage. Strain yourself.

 

 

 

 

Reactions

Shared Lash. When you are hit with a melee attack, you can use a reaction and Strain yourself to deal 3d10 Necrotic damage to the attacker.

Description

My bbg but dragon.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
3/30/2024 4:48:19 AM
29
1
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Coming Soon
not_mav

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