Large Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 100 (8d12 + 48)
Speed 15 ft., fly 150 ft.
STR
18 (+4)
DEX
20 (+5)
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +10, CON +7, WIS +6, CHA +6
Skills Perception +11, Stealth +10
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Innate spell casting. The dragon can cast invisibility at will and greater invisibility and haste 3 times a day.

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: [rollable]+11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 14 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.

Swallow. The Dragon can swallow any creature large or smaller in size that creature takes 40 (5d10 + 4) force damage each turn and is restrained and blinded. The restrained creature can make a DC 20 strength check to escape, the DC for this check increases by 2 each turn they spend inside the dragon.

fog breath. The dragon exhales a white fog in an 80 foot cone. The fog last for 10 minutes, the area inside becomes heavily obscured. Any creature that enters the fog takes 16 (2d10 + 5) cold damage.

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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A Cloud dragon is a small creature for a dragon. They make up for it with their sheer ability to swallow things. They don’t receive much love from other dragons because of their small stature.

Dragon society. A cloud dragon is a very willing creature to have conversation because of the lack of interest from other dragons. As the saying goes, a hungry Cloud dragon will eat you to death, but a lonely one will talk you to death.

Draconic strategy. cloud dragons will often use their lairs and the area surrounding to disorient prey and then attack quickly and quietly, without being seen. 

A dragon horde. the pride and joy of all dragons is their horde. For a cloud dragon this means shiny things that clang in the wind, whether that be a chest plate of armor or a bundle of some rich person’s silverware.

Lair and Lair Actions

A Cloud Dragon’s Lair

A cloud dragon’s lair is generally in tall mountains among thick clouds. The best way to find the lair of a Cloud Dragon is to listen for the soft ringing of dangling metal objects like wind chimes. The area around the Cloud Dragon is turned icy and windy. Disorientation quickly sets in as winds and fog whip enough to make even the steadiest of creatures question what is up and down.

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:

  • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage.m. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
  • Metal clanging rings through the area, any creatures that the dragon chooses make a DC 17 constitution save or take 10 (3d6) thunder damage and be knocked prone.

Regional Effects

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

  • Chilly fog lightly obscures the land within 6 miles of the dragon’s lair. And heavily obscures the land within 1 mile of the dragon’s lair.
  • The area within 6 miles of the lair is constantly disturbed by the noise of metal chimes in the wind.
  • all creatures have disadvantage against being frightened within 6 miles of the lair 

If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

Habitat: Mountain

barrythebird

Comments

Posts Quoted:
Reply
Clear All Quotes