Large Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 184 (18d10 + 70)
Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
23 (+6)
INT
12 (+1)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws DEX +5, CON +10, WIS +4, CHA +9
Skills Perception +8, Stealth +4
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common (Heavily tainted by UwU speak), Draconic
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Horrifying Visage. Each creature within 60 feet of the dragon that can see it must succeed on a DC 13 Constitution saving throw or take 2d6 psychic damage and be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the dragon is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Horrifying Visage for the next 24 hours.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Lightning Breath (Recharge 5–6). The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

The young dragon can cast the innate cantrip Hewwo?

Reactions

Upon being attacked for the first time by a given creature in an encounter, the Young UwU Dragon can cast the Hewwo? Cantrip as a reaction.

Description

A large malformed dragon, it's mouth bends and twists at unnatural angles, with 2 eyes permanently stuck shut.

The dragons face is unlike any other dragon species head, or any other creature's save golems and other automata, for it's face is perfectly flat and perpendicular to it's skull. The face is impossibly smooth except for it's eyes and mouth, appearing almost painted on, were the unholy abomination's face a canvas.

The dragon moves about on powerful legs and is aided by its wings, too small to provide prolonged flight.

Lair and Lair Actions

An UwU Dragon’s Lair

UwU dragons lair in locations it finds suitable, usually close to ruins, and are uncharacteristically friendly towards creatures, so they may dwell near infested ruins. I believe they are called "towns".

 The UwU Dragon likes to keep "masters" and conversationalists, usually kidnapped or coerced into living with the creature. While the Dragon my claim to be the "pet" of any number of the creatures that abide in its home, these are merely slaves to the whims of this fickle and likely insane creature creature. 

It believes it feeds on love, which it consumes by "Glomping" its slaves. It is usually confused for a few moments as to where its pet disappeared to, before its short attention span is captured by some shiny thing or new toy.

 

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:

  • A terrible shriek is let out, and all creatures serving the UwU dragon, willing or otherwise, are drawn to it to defend it.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • With a deafening "UwU!" the foul creature lets out a shockwave that enemies must resist against with a DC 15 Charisma or Wisdom check, taking 3d6 damage on a fail, and half that on a success. Creatures who fail this check must then make a second check with the other ability, also DC 15; to resist being charmed. failing this results in the creature being charmed for 1d4-1 turns, and immunity to damage from this effect while charmed. The UwU dragon can only use this once every 3 rounds.

 

 

Regional Effects

The region containing a legendary UwU dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • People in the area become confused and begin to speak in tongues, perhaps wander out into the general direction of the UwU dragon's lair 
  • Animals act strange, docile near each other or humans, and may temporarily become charmed or confused, and approach nearby creature, despite the danger they may possess.
  • The ground begins to sour, and plant life turns sickly, but still grows. Water follows suit.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: DesertForestGrasslandHillSwampUrban

2Goblins_In_An_Overcoat

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