Huge Dragon, Chaotic Neutral
Armor Class 20 Natural aromor
Hit Points 119 (14d12 + 28)
Speed 40 ft., fly 80 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
21 (+5)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws CON +7, INT +10, WIS +8
Skills Perception +13, Survival +7
Damage Immunities Lightning
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 23
Languages Common, Draconic, Dwarvish, Elvish, Orc, Sylvan
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

legendary resistance (3/day).  If the dragon fails a saving throw, it can choose to succeed instead

Innate Spellcasting.  the dragons innate spellcasting is int. (spell save DC 18, +10 to hit with spell attacks) they can cast the following spells, requiring no material components 
    At will: shocking gasp, thunderclap, lighting lure, dancing light
  4/day: thunderwave, Witch bolt, Thunderous smite, fog cloud
  3/day: healing spirit,gust of wind, calm emotions
  2/day: thunder step , tiny servant 
 1/day:storm sphere

Actions

Multiattack.  The dragon can use its frightful presence. It then makes 3 attacks one with it bite and two with it claws

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. hit  9(2d8) piercing damage

claw. Melee Weapon Attack: +5 to hit, reach 5 ft, one target hit 7(2d6) slashing damage

Tail.  Melee Weapon Attack :+5 to hit, reach 5 ft, one target hit 7(2d6) bludgeoning damage

Frightful Presence. Each creature of the dragon's choice that is with in 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 it 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 

lighting breath(5-6)  the dragon exhales lighting in a 40 ft cone . Each creature in it most make a dc 11 dexterity saving throw, taking 49 (11d8) lighting damage on a failed save or half as much on a successful one

 

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 regain spent legendary actions at the start of its turn.  

Detect. the dragon makes a wisdom (perception) check.                                                                   Tail Attack. the dragon makes a tail attack.                                                                                            Wing Attack (Costs 2 Actions). the dragon beats its wings. each creature within 10 feet of the dragon must succeed on a DC 13 dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. the dragon can then fly up to half its speed.

 

 

Lair and Lair Actions

mountain caves 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; 

  • the dragon call lighting down ever creature within 120 feet of the dragon must make a dc 15 dex. saving throw or take  5 (1d8) lighting damage  

Regional Effects

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

  • Golden Beryl are formed more comely in 1 mile of the dragons lair  
  • lighting strike one mile radius around the lair

If the dragon dies, these effects fade over the course of 4 days.

Habitat: Mountain

shadow2599

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