Huge Undead, Chaotic Evil
Armor Class 19 Natural armour
Hit Points 454 (37d20 + 65)
Speed 30 ft., fly 100 ft., swim 40 ft.
STR
27 (+8)
DEX
18 (+4)
CON
29 (+9)
INT
5 (-3)
WIS
13 (+1)
CHA
9 (-1)
Saving Throws CON +16
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Blinded, Exhaustion, Frightened, Poisoned
Senses Darkvision 60ft, Passive Perception 15
Languages Draconic Can't Speak
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

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

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 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.

Claw. Melee weapon attack: +13 to hit, reach 5ft., one target. Hit:  18 (3d6 + 7) slashing damage. 

Bite. Melee weapon attack: +13 to hit, reach 10ft., one target. Hit:  24 (2d20 + 3) piercing damage plus 8 (2d8) necrotic damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit:  22 (3d8 + 8) bludgeoning damage.

Death Breath (Recharge 5–6). The dragon exhales pure death in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 23 Constitution saving throw, taking 81 (18d8) necrotic damage on a failed save, or half as much damage on a successful one.

 
Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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.

Tail Attack. The dragon makes a tail attack.

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

 

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 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

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

Enter a general description for your monster here.

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.

SawToothRSO

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