Huge Dragon, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft., fly 60 ft., swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
16 (+3)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws DEX +7, CON +10, WIS +9, CHA +9
Skills Perception +14, Stealth +7
Damage Vulnerabilities Fire
Damage Immunities Lightning, Poison
Condition Immunities Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Draconic, Sylvan
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe both air and water.

Draconic Immunity. The dragon cannot be put to sleep by magical means.

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

Innate Spellcasting. The lung dragon's innate spellcasting ability is Charisma (spell save DC 17). They can innately cast the following spells, requiring no material components:

1/day each: bane, bless, speak with animals, spell]ice storm[/spell]

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite or Spiked Tail and two with its Claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 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.

Spiked Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) piercing 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 17 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.

Change Shape. The dragon magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistances, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Spiritual Projection. The shen loong can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Bonus Actions

Superior Invisibility. The dragon magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

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.

Spiked Tail Attack. The dragon makes a Spiked Tail attack.

Crush Attack (Costs 2 Actions). The dragon leaps into the air and lands in the space of one creature within 10 feet. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 10 (1d8 + 6) bludgeoning damage and 4 (1d8) cold damage, and the creature is knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Shen loongs are the messengers of the loong dragons, and as such are often found in the same kinds of places that pan loongs congregate. Similarly, they inhabit shrines and places of worship, and the communities they are associated with oftentimes see them as good omens that the gods are pleased with them.

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:

  • The shen loong conjures 1d8 venomous snakes or 1d4 constrictor snakes, which appear within 10 feet of the nearest hostile creature.
  • The shen loong wreathes themself in chilling flame-like vapors. Until initiative count 20 on the next round, a creature that touches the shen loong or hits them with a melee attack while within 5 feet of them takes 7 (2d6) cold damage.

Regional Effects

The region containing a legendary shen loong's lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Within 1 mile of its lair, no creatures considered vermin, including rats, crows, and squirrels exist in the area. Instead, they seem to balk at even entering the periphery of the lair.
  • Fish, lizards, and any other scaled Beasts within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears, and the dragon can control their minds (if their Intelligence is less than 10), forcing them to attack or defend their home.
  • The ground is covered in snow which does not melt but also does not feel cold. If this mantle of snow is cleared, it reappears within 1d10 hours.

Previous Versions

Name Date Modified Views Adds Version Actions
9/15/2024 6:00:03 PM
3
0
--
Coming Soon

Habitat: ForestGrasslandUrban

TheBooksDoctor

Comments

Posts Quoted:
Reply
Clear All Quotes