Huge Dragon, Neutral
Armor Class 19 natural armour
Hit Points 219 (28d12 + 76)
Speed 40 ft., Burrow 20 ft., Fly 80 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
17 (+3)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws STR +9, CON +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Grappled
Senses Passive Perception 10
Languages telepathy 80 feet, common draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

legendary resistance (3/day). If this dragon fails a saving throw it can decide if it succeeds or not.   

Actions

multi attack. creatheas use,s its frightful presences, then it makes three attacks two with its claws and one with its stinger .

claw. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 23 (6d6 + 5) piercing damage.

bite. Melee Weapon attack: +7 to hit, reach 15 ft., 1 target. Hit: 47 (8d10+5) piercing damage.

stinger. Melee Attack: +7 to hit, reach 15 ft., 1 target. Hit: 35 (5d6 + 5) piercing damage plus 17 (4d6+5) poison damage. on a hit the creature must succeed on a DC 17 constitution saving throw or be poisoned for one minute.

frightful presence. Each creature of cretheas choice within 120 feet of it must succeed on a DC 19 wisdom saving throw or become frighten of it for one minute.  

breath weapon. Pulse Breath. The dragon makes a 100 foot wave of energy that spreads around corners anything within the wave must succeed on a DC 19 strength saving throw or be blown back 75 feet taking 67 (12d10+7) force damage on a failed save and half as much on a success.

Legendary Actions

The dragon can make 3 legendary actions but only at the end of another creatures turn. The dragon regains all spent actions at the beginning of its next turn.  

claw attack. The dragon makes a claw attack.

wing beat (costs/two). the dragon beats its wings in a 60 foot radius below the dragon anyone in that radius must succeed on a DC 18 constitution saving throw or be knocked prone. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: HillMountain

mommier

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