Large Dragon, Neutral
Armor Class 14
Hit Points 80 (8d10)
Speed 30 ft., fly 60 ft., swim 20 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +6
Damage Resistances Fire
Senses Passive Perception 18
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Rider's Connection: When a dragon and its Rider join their minds together, they have an advantage on Mental attacks, but a disadvantage on Mental Defense.

Actions

Bite. Melee Attack: +3 to hit, reach 5ft., 1 target. Hit: (1d8+ 3) [Piercing] damage. 

Claw.  Melee Attack: +3 to hit, range 5ft., 1 target. Hit: (1d8 + 3) [Slashing] damage.

Fire Breath. Ranged Attack: 15ft cone, anyone affected must make DC 14 dex save or take (1d6+2) [Fire] Damage

Tail Swipe. Melee Attack: +3 to hit, 15 ft behind dragon. Hit: (1d4+3) [Bludgeoning] Damage. Anyone hit must make a DC 13 dex save or be knocked prone.

Mid-Air Grapple: When Crashing into another opponent while flying, make contested strength checks (advantage when Dragon is larger than the opponent) 

Bonus Actions

Mental Attack: When joined with Rider, the Dragon can also make Mental attacks as a Bonus action. +Int Modifier to hit. When successful, dragon can do 1d4 psychic damage, take control of the body, or investigate memories.

Draconic Strength: The dragon can supply energy (recover 1 level of exhaustion) to any member of the dragon thunder in range of 100 ft up to 5 times per long rest (after 5 times, the dragon gains 1 level of exhaustion per use)

Reactions

Mental Defense: When attacked mentally, 1d20+Int Modifier

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Large, Purple Scaled Dragon. Given to the riders where spells were cast over her egg so she would not hatch until she met her destined Rider.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Zjames1900

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