Huge Dragon, Lawful Neutral
Armor Class 20 Natural Armor
Hit Points 195 (17d12 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
24 (+7)
DEX
20 (+5)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +13, CON +11
Skills Animal Handling +10, Arcana +9, Athletics +19, Intimidation +17, Perception +10, Religion +9
Damage Resistances Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 20
Languages Common, Draconic, Primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Amphibious.

The dragon can breathe air and water.

Regeneration.

The Dragon regains +10 hit points whenever it takes damage that it is immune to, resistant to, or when succeeding on a saving throw for a spell that does damage to it.

Teleport.

The Chaos Lord magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. This does not provoke opportunity attacks and costs all of the Chaos Lord's movement.

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: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 13 (2d12) force damage.

Claw.

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 9 (2d8) force 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 16 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.

Psychic Roar (Recharge 5-6).

The dragon roars. Each creature in a 30-foot radius sphere must make a DC 15 Intelligence saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. Creatures who fail the saving throw are frightened of the dragon until they succeed on an Intelligence saving throw at the end of one of their turns.

Reactions

Tail.

Melee Weapon Attack: +13 to hit, reach 15 ft., two targets. Hit: 16 (2d8 + 7) bludgeoning damage plus 11 (2d10) force damage. Can make this attack as a reaction whenever a creature moves behind it or attacks from behind it. Creatures hit by this attack must make a DC 15 Dexterity saving throw or fall prone.

 

Change Shape.

The Chaos Lord, upon dropping to 0hp, shifts back into his humanoid form rather than dying or falling unconscious. Refer to the stat block for Chaos Lord Phase 3

Description

The Chaos Lord has morphed into a mighty dragon. He is covered in black scales and the underbelly and underside of his wings are a dark purple. He roars in fury and begins a furious assault.

ToaxtleGamesandAnimations

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