Huge Undead, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft., Fly 20 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
5 (-3)
Saving Throws DEX +3, CON +9, WIS +4, CHA +1
Skills Perception +8, Stealth +3
Damage Resistances Necrotic
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Forced Fortitude: The NecroDragon regains 15 hit points at the start of its turn if it has at least 1 hit point, up to a maximum of 85 hit points. If the NecroDragon takes radiant damage or damage from holy water, this trait doesn't function at the start of the NecroDragon's next turn.

Desperation: When this creature reaches 85 or less hit points, it immediately regains the use of its Rotting Breath.

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.

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

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Rotting Breath. The dragon exhales a putrid miasma in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed 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.

Description

Embedded in its skull in Strahd's Dragon Slayer greatsword. Prying it free requires getting into a position to properly pull it, and then a successful DC 20 Athletics check.

Horde notes

2100 gp, 105 pp, 7000 sp, 700 cp

3 250 art pieces, 4 100 gp gems

Glamoured studded leather

Medallion of Thoughts

Amulet of the Planes

Alchemy Jug

Cape of the Mountebank

Lair and Lair Actions

A NecroDragon’s Lair

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates a stench as if it had cast the stinking cloud spell. The gas lasts until initiative count 20 on the next round.
  • A horrific chill is felt by all creatures the Necrodragon can see. They must make a DC 15 Wisdom save against being frightened until the end of their next turn.

Regional Effects

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

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Within 1 mile of the lair, creatures other than undead are overwhelmed by an intense feeling of dread. 
  • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Monster Tags: undead

Habitat: MountainSwamp

Gemini_Duality

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