Large Dragon, Chaotic Evil
Armor Class 19 Natural armor
Hit Points 367 (21d20 + 147)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
10 (+0)
CON
25 (+7)
INT
14 (+2)
WIS
13 (+1)
CHA
24 (+7)
Saving Throws DEX +6, CON +13, WIS +7, CHA +13
Skills Perception +13, Stealth +6
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 60, Darkvision 120, Passive Perception 23
Languages Common, Draconic (but can't speak) 
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting:
At will: prestidigitation
Fear Harvesting Orb: When the Dragon's hit points are reduced to 0, it may release an orb filled with the harvested fears and anxieties of countless beings. The Dragon, freed from the orb's influence, returns to its true form and becomes incapacitated.
Maniacal Embrace: If the Dragon is ever targeted by the Tasha's Hideous Laughter spell, it can choose to fail its saving throw. Instead of becoming incapacitated, the spell energizes the dragon. For the next 3 rounds, the Dragon gets a +2 bonus to all attack rolls and adds an additional 1d6 psychic damage to all of its melee attacks.
Out of Uniform: If no creature within 120 feet of the Dragon (including the Dragon) is wearing clown makeup, it becomes weakened. While weakened, the Dragon has disadvantage on attack rolls and ability checks, gets -2 to its AC, cannot cast spells for 2 turns, and cannot use its Balloon Beast Conjuring.

Actions

Multiattack. The Dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.
Helium Breath (Recharge 5-6). The Dragon exhales a forceful gush of Helium in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 72 (16d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, a creature that fails its saving throw has its voice raised several octaves for 1 minute and has its concentration broken if it was concentrating on a spell.
Balloon Beast Conjuring (Recharge 5-6). The Dragon uses its action to magically conjure up to 4 balloon animals to fight on its behalf. Each balloon. animal has the statistics of a Dire Wolf but with half the hit points and take double damage from piercing attacks. The balloon beasts appear as colorful, twisted balloons shaped like wolves, with exaggerated features. The balloon animals remain for up to 1 hour or until the Dragon dismisses them as a bonus action or they are defeated.

Bonus Actions

Face Painting Mastery. As a bonus action, the Dragon can use prestidigitation to paint a creature's face it can see within 30 feet.

Lair and Lair Actions



Resheph30286

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