Huge Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 350 (16d12 + 114)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft., climb 40 ft.
STR
26 (+8)
DEX
16 (+3)
CON
28 (+9)
INT
14 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +9, CON +15, WIS +9, CHA +9
Skills Intimidation +12, Perception +11, Stealth +5
Damage Resistances Acid, Force, Lightning
Damage Immunities Bludgeoning from nonmagical attacks, Necrotic, Poison
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Unconscious
Senses Blindsight 60 ft., Darkvision 120 ft., Unknown, Passive Perception 21
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

 ?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: +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 + 8) 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 18 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.

Deathly Screech(Recharge 5–6). The dragon exhales an scream blast in a 30-foot radius. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) necronic damage on a failed save, or half as much damage on a successful one.

Lighting Breath. The dragon exhales an electrical blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) eletrict damage on a failed save, or half as much damage on a successful one.

 Bone Shard. pointing his tail in a direction any in a 30 feet cone will have to make a dexterity saving throw of 18 if fail they take the full damage of 8 bone shards 4d6 if pass only 2d6

Reactions

Absorbtion and Rederiction

Can absorb a magic attact and shoot it back once every whatever they roll on a d4

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 massive dragon made of bone

Lair and Lair Actions

A Undead Dragon’s Area

Undead dragons Area are in magical storms or over the sea, they can not exist out of the storm and have to move with it

A legendary undead dragon’s innate magic lighting will often be heard if near the dragon

A silloute of a dragon will be seen flying along the storm clouds before they will actually see it.

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:

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.

One lighting strike hit each person in the party having to pass a constiution saving throw of 16 for half damage of 4d8

A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished

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:

  • Lighting lightly obscures the land within 6 miles of the dragon’s lair.
  • Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
    If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

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

Monster Tags: undead

JustinaLenna

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