Huge Dragon, Typically Neutral
Armor Class 19 (natural armor)
Hit Points 229 (17d12 + 119)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
25 (+7)
DEX
14 (+2)
CON
24 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws DEX +7, CON +12, WIS +8, CHA +11
Skills Deception +10, History +15, Intimidation +10, Perception +13, Stealth +7
Damage Resistances Necrotic, Psychic
Condition Immunities Frightened, Prone
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Telepathy 120 ft. (up to 6 miles if in Lair)
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Shadow Form. The dragon is considered Invisible when in dim-light or darkness.

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

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 9 (2d8) necrotic damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d8+7) slashing damage.

Shadow Tendrils (Recharge 5–6).  The dragon creates a mass of darkness in its mouth, then releases the coiled shadows in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the creature takes 45 (10d8) necrotic damage, and it can not regain hit points until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage and heals as normal.

Shadow Step. The dragon can cast Misty Step if it is in an area of dim-light or darkness as long as the target location is also in dim-light or darkness.

Spellcasting (Nightmare). The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 19):

1/day each: Bane, Cause Fear, Sleep, Phantasmal Force, Blindness/Deafness

Bonus Actions

Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Nightmare Feed. The dragon regains 3d8 Hit Points if there is a creature sleeping within 60 ft. of it. 

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.

Claw. The dragon makes one claw attack.

Nightmare Fuel (Costs 2 Actions). The dragon uses Nightmare Feed or Spellcasting.

Sphere of Darkness (Costs 3 Actions). The dragon spits an orb of shadows that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8)necrotic damage and be knocked prone.

Lair and Lair Actions

A Stygian Dragon’s Lair

Stygian dragons make their lairs anywhere there is a terrifying legend or a place of great tragedy. They may not feed off the terror and fear of their prey, but the more fear they inflict the more sustaining their food is.

The challenge rating of a legendary stygian dragon increases by 1 when it’s encountered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be frightened by the dragon until initiative count 20 on the next round. A creature frightened in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.

Imprisoning Force. The dragon casts the Power Word: Pain spell, using its spell save DC and requiring no spell components. 

Spatial Projection. The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon’s spaces at the same time, the dragon is affected only once.

Regional Effects

The region surrounding a legendary amethyst dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:

Background Check. Once per day, the dragon can cast the Legend Lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell’s subject.

Dream Setting. A wispy fog lays over the land and seems to have an almost surreal appearance within 6 miles of the lair.

Setting the Stage. Details told about the location via local legends seem to appear within 6 miles of the lair. Perception checks are made with a -5 penalty as details may change as the stories tend to do.

Dreamscape. Falling asleep within 6 miles of the dragon's lair will make you susceptible to its pseudo-telepathic capabilities. The dragon does not need any type of material component to cast the Dream spell on any target within this radius and makes its Wisdom Saving Throw at disadvantage. The dragon may target a number of creatures equal to its Charisma modifier with each casting.

If the dragon dies, the landscape will revert back to its more natural state as the nightmarish features will soon fade away.

Previous Versions

Name Date Modified Views Adds Version Actions
5/28/2024 10:56:31 PM
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Stilestyler

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