Huge Dragon, Typically Neutral Evil
Armor Class 18 (natural armor)
Hit Points 168 (18d12 + 80)
Speed 40 ft., burrow 80 ft.
STR
26 (+8)
DEX
10 (+0)
CON
24 (+7)
INT
15 (+2)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws STR +13, DEX +5, CON +12, WIS +8
Skills Perception +13, Stealth +5
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 600 ft., Passive Perception 23
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Efficient Lungs.The dragon can hold its breath for up to 100 years.

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: +13 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) piercing damage plus 5 (1d10) acid damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (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 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.

Illusory Oasis. The dragon can make a 150 foot cubic area centred on a point within 300 feet of itself look, sound, and smell like some other sort of natural terrain. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt a DC 15 Intelligence (Investigation) check to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. The illusion lasts for 1 hour or
until the dragon dismisses it as a bonus action.

Sandstorm (Recharge 6). Centred on a point the dragon can see with-
in 120 ft., a violent vortex of sand erupts and fills a 60 foot radius making the area heavily obscured. When the creature enters the area for the first time on a turn or starts its turn there, it takes 4 (1d8) bludgeoning damage and must succeed on a DC 15 Dexterity Saving Throw or be knocked prone.

Acid Breath (Recharge 5–6). The dragon exhales acid in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) 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.

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

Tail Attack. The dragon makes a tail attack.

Sandstorm (Costs 2 Actions). The dragon uses its sandstorm action, if available.

Habitat: Desert

AracrafterMC

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