Huge Dragon, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 200 (20d12 + 200)
Speed 60 ft., Fly 80 ft., Swim 60 ft.
STR
21 (+5)
DEX
14 (+2)
CON
21 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
25 (+7)
Saving Throws DEX +8, CON +11, WIS +8, CHA +13
Skills Deception +33, Insight +18, Perception +30, Persuasion +35, Stealth +18
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 22
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Shadow Blend. While in any illumination that is not full daylight, the dragon obscures its appearance with shadows. Artificial illumination, even Light and Continual Flame does not negate this ability, but a Daylight spell does and if the dragon takes radiant damage, the shadows disperse until the beginning of their next turn. While under this effect, the dragon gains a +2 bonus to AC as it is obscured by the shadows.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Shadow Cloak. While in dim light or darkness, the dragon has advantage on saving throws against spells and magical effects and resistance to all damage that isn't psychic or radiant.

Magic Weapons. The dragon's natural weapons count as magical for the purposes of overcoming damage resistance.


Shadow Stealth While in dim light or Darkness, the dragon can take the Hide action as a Bonus Action. Its stealth bonus is also improved to +14.

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 10ft., one target. Hit 16 (2d10 + 5) piercing plus 7(2d6) necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 14 (2d8 + 5) 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 21 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 a success. If the 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.

Shadow Walk. As an action, when in dim light or darkness, the dragon can teleport up to 120 feet to an unoccupied space it can see that is also in dim light or darkness.

Withering Breath. (Recharge 5-6) 60ft cone, DC 18 Constitution saving throw, 56 (16d6) necrotic damage or half on successful save. If a creature fails the save by 5 or more, they gain a point of exhaustion. Creatures killed by the damage or effects of the breath rise as shadows controlled by the dragon on the next round.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Bloodied Breath. The first time the dragon is reduced to half it's hit points, its breath weapon recharges and the dragon can use it immediately.

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.

Shadow Walk (2 actions). The dragon uses its Shadow Walk ability.


Wing Attack (2 actions). The dragon beats its wings. Each creature within 10ft. of the dragon must succeed on a DC 18 Dexterity saving throw or take 12(2d6+5) bludgeoning damage and be knocked prone.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

  • Damage Immunities Necrotic

  • Languages Common, Draconic

 

 

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.

greenstheword

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