Huge Dragon, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft.
STR
24 (+7)
DEX
12 (+1)
CON
22 (+6)
INT
18 (+4)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +7, CON +12, WIS +8, CHA +10
Skills Deception +9, Insight +7, Perception +12, Persuasion +9, Stealth +6
Damage Resistances Acid
Damage Immunities Lightning, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Amphibious: The Dragon can breath air and water.

Draconic Awakening (Recharges after a Short or Long Rest). If the Adult Twinborn Dragon would be reduced to 0 hit points, its current hit point total instead resets to 225 hit points, it recharges its Breath Weapons, and it regains any expended uses of Legendary Resistance. Additionally, the Twinborn Dragon can now use the options in the “Mythic Actions” section for 1 hour. Award the party an additional 22,000 XP for defeating the Twinborn Dragon after its Draconic Awakening.

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) acid damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.

Lightning Breath (Recharge 5–6). The dragon exhales lightning 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) lightning damage on a failed save, or half as much damage on a successful one.

Poison Breath (Recharge 5–6). The dragon exhales poison gas in a 60-­foot cone. Each creature in that line must make a DC 19 Constitution saving throw, taking 56 (16d6) poison 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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

If the Twinborn Dragon’s Draconic Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Replenish Breath. The dragon may attempt to recharge one of its breath weapons; rolling a d6 as normal, and recharging on a 5 or a 6.

Caustic Breath (Costs 3 Actions). The dragon must have both Lightning Breath, and Poison Breath available. The Dragon produces a cloud of caustic gas, created through a mix of their Lightning and Poison breath. The Dragon produces a 30ft radius cloud centered on a point within 60ft. The cloud lingers for 3 rounds, at the end of each round the cloud’s radius is reduced by 10ft., any creature that starts its turn within the cloud must make a DC 19 Constitution saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. The use of this Legendary Action expends both the Twinborn’s Poison Breath, and Lightening Breath.

Lair and Lair Actions

 

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:

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.

  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed to 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.

  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Regional Effects

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

  • Thunderstorms rage within 6 miles of the lair.
  • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
  • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6× 10 feet into the sinkhole.

If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.

Previous Versions

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5/29/2024 7:39:41 AM
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Habitat: CoastalDesert

Ithomancer

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