Huge Dragon, Typically Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 290 (20d12 + 160)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
12 (+1)
CON
26 (+8)
INT
17 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +7, CON +14, WIS +9, CHA +10
Skills Deception +10, Perception +9, Stealth +7, Survival +9
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 19
Languages Common, Draconic, Giant, Goblin
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 24 Wisdom (Insight) check.

Actions

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

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) piercing damage. If the target is a creature other than an undead or construct, it begins to bleed. At the start of each of its turns, the target takes 2 (1d4) necrotic damage and has its hit point maximum reduced by that amount until it finishes a long rest. This effect is cumulative and stacks for each time the dragon bites the same creature. Immediately after taking damage in this way, the target must succeed on a DC 22 Constitution saving throw, ending the effect on a success. Alternatively any creature can use its action to make a DC 22 Wisdom (Medicine) check to end the effect.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage and the target must succeed on a DC 23 Dexterity saving throw or be restrained. The dragon can have up to one Larger or two Medium or smaller creatures restrained in this way.

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.

Reactions

Legendary Resistance (3/Day). Trigger: The dragon fails a saving throw. Response: The dragon succeeds instead.

Warding Tail. Trigger: A creature misses the dragon with a melee attack. Response: The dragon makes one attack with its tail.

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.

Track. The dragon makes a Wisdom (Survival) check.

Shoot Spikes. Ranged Weapon Attack: +15 to hit, range 30 ft., one target. Hit: 16 (3d4 + 9) piercing damage.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Grey dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long, running with small spikes all the way down and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a grey dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns.

Thrill Of The Hunt. Grey dragons consider themselves the top of the food chain and unparalleled hunters. They are exceptionally skilled in the ways of tracking and slaughtering prey. They do this not just to feed themselves, but because they relish in the act of the hunt. Grey dragons feel at their best when they are stalking a creature that poses a real challenge. While they will resort to killing and eating livestock and other dull creatures to avoid starvation, they take no pleasure in the act. To them, the hunt is just as, if not more important, than the meal itself. They actively seek out powerful and elusive creatures so that they might hunt and kill them. Once they actually have their prey cornered, they take their time, making sure to savor the moment. They enjoy toying with their prey until they become bored and decide to go for the killing blow.

Venal Creatures. Grey dragons are among the most flippant draconic creatures to be found anywhere in the world. Their mood changes in an instant, and their words mean very little. They frequently turn diplomatic discussions into a game of cat and mouse. If an individual speaking with them fails to hold the dragon’s attention, the creature is liable to give the individual a half day’s head start with instructions to run and hide before chasing them down for its own amusement. However, for those with something of substance to offer a grey dragon, they can become a powerful ally. Grey dragons have little interest in treasure or riches, but the prospect to hunt a worthy opponent is an offer a grey dragon simply can’t refuse. Many grey dragons take up bounty hunting contracts on behalf of anyone who can offer them a proper challenge. These contracts frequently turn into regular working relationships where a grey dragon might rely on a kingdom’s bounty board for a steady flow of creatures to hunt, the more dangerous and elusive, the better. 

Predator on The Move. Unlike their fellow dragon kin, grey dragons don't make lairs or ever settle down in a single location for a prolonged period of time. Instead they have many small "home" bases in which they keep their vast collection of trophies they have acquired from their many hunts, scattered all around the world. And even then, a grey dragon rarely visits any of its treasuries, preferring to be constantly on the move looking for its next prey, although it does tend to visit any of its locations at least once a year. Most often, a grey dragon may be found in one of its bases during the night when it sleeps, but even then it is not a guarantee for an apex predator has no need of sleep  only bloodshed.

Grim Mementos. Since they have little to no interest in gold and riches, grey dragon’s don’t hoard valuables in the same way other dragon’s might. What they do collect are mementos and trinkets taken from their successful hunts. A grey dragon will keep a vast collection of odds and ends that to anyone else, might seem to be completely useless. These “treasures” are all objects of sentimental value to the dragon. What to an onlooker might seem to be a random stone block could be a remnant from a powerful wizard’s tower the dragon tore down to get to the spellcaster within. A cracked wagon wheel might be from the wagon of a thief who thought they could flee by horse and carriage. A single pauldron might be from a noble knight who sought to challenge the dragon’s authority. Every item within the dragon’s collection has a story, and the dragon is bound to know them all. While intrinsic value is of little concern, there are always bound to be a few magical artifacts or useful items that find themselves within this collection by mere happenstance. The older the dragon, the more likely this is to be the case.

Uldin250

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