Huge Dragon (Demon), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
14 (+2)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills Perception +13, Stealth +6
Damage Immunities Acid, Cold, Fire, Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Can understand Abyssal but cannot speak it
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Actions

Multiattack. The drake can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the drake’s choice that is within 120 feet of the drake and aware of it must succeed on a DC 19 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 drake’s Frightful Presence for the next 24 hours.

Prismatic Breath (Recharge 5–6). The drake exhales fire/cold/lightning/acid in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire/cold/lightning/acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The drake 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 drake regains spent legendary actions at the start of its turn.

Detect. The drake makes a Wisdom (Perception) check.

Tail Attack. The drake makes a tail attack.

Prismatic Shift. The drake cycles to a new element. The drake can cycle between the Fire, Cold, Lightning, and Acid elements. When the drake cycles to an element the glow of it's scales shifts to a corresponding color and it gains immunity to the element it is currently using. Whenever the drake shifts elements next, the drake loses it's immunity to the previous element and gains immunity to it's new element.

Wing Attack (Costs 2 Actions). The drake beats its wings. Each creature within 10 feet of the drake must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The drake can then fly up to half its flying speed.

Description

Deep within the Abyss. these fearsome Dragonkin rule over the far edges of the layers they inhabit. Prismatic lights shine between it's pitch-black scales, giving these beasts the look of the night sky given form. These creatures have the ability to alter their breath weapon at will altering their resistances, weaknesses, and damage types.

Lair and Lair Actions

An Abyssal Drake's Lair

Abyssal Drakes lair in the outer edges of the layers of the Abyss, dwelling in deep caverns, or within the deep halls of abandoned demonic fortresses. Caves with low light levels are prized by these creatures allowing them to move unseen and sneak up on their prey.

The drake instinctually collects magical items and stores them in it's nest to feed off of. Abyssal Drakes seek to sate their hunger for magical energy from whatever they can get their claws on. Abyssal Drakes have been known to devour legions of demons for their magical energy and even go as far as to attempt to hunt high ranking demons and demon lords when presented with the opportunity. 

Throughout the lair complex, the bones of it's prey line the floors along with shining stones that shift colors, lighting the surrounding area of the lair. These stones more sparse deeper into the layer until making it to the nest in which the stones are absent.

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:

  • While in dim light the drake may move to any point that is also in dim light within 60ft, this action does not provoke attack of opportunity.
  • The drake channels Abyssal magic through the nest, darkness coalesces in a 20ft radius around a target of the drake's choosing. This cloud persists until initiative count 20 on the next round. Creatures other than the drake within the cloud of darkness must make a dc 13 constitution saving throw or be blinded until initiative count 20 on the next round 
  • Tendrils of solid darkness reach out toward creatures within 60ft of the drake. Each creature other than the drake must make a dc 15 strength saving throw or be knocked prone by the tendrils.

 

Monster Tags: Demon

Habitat: DesertHillMountainSwamp

Geckss

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