Huge Dragon, Typically Chaotic Neutral
Armor Class 18 (Natural Armor, 20 in ascended form))
Hit Points 200 (16d12 + 96)
Speed 40 ft., (60ft in ascended form) , Fly 40 ft. (60 ft. in ascended form), Climb 30 ft.
STR
18 (+4)
DEX
21 (+5)
CON
22 (+6)
INT
17 (+3)
WIS
19 (+4)
CHA
19 (+4)
Saving Throws DEX +9, CON +10, INT +7, WIS +8, CHA +8
Skills Perception +8, Stealth +9
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 18
Languages Common, Draconic, Sylvan, Primordial, Deep Speech
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Ascendant Form. While the dragon has 100 hit points or less it is its ascended form. While in its ascended form the dragon gains the following benefits:

  • The dragon and all allies within 20 feet of it gain a +2 bonus to AC and Immunity to the Charmed, Frightened, Paralyzed, and Stunned conditions.
  • The dragon's walking and flying speed each increase by 10 feet.
  • All damage dealt to the dragon is reduced by 1d12. The dragon adds 1d4 to each attack roll, ability check, and saving throw that it makes.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 16). The dragon can innately cast the following spells, requiring no material components:

3/day each: bane, blindness/deafness, cure wounds, hold person, thunderwave

1/day each: confusionmirror image, misty step, silvery barbs

Actions

Multiattack. The dragon makes two Claw attacks. It can replace one of them with a Bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12) + 4 piercing damage. If the attack is a critical it deals an extra 7 (2d6) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6) + 4 slashing damage. If the target is a creature it subtracts 1d4 from the next attack roll, ability check or saving throw it makes before it finishes a Long Rest. A creature can suffer from this effect only once per turn.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6) + 4 bludgeoning damage. If the target is a creature, it must succeed on a DC 17 strength saving throw or be knocked prone. 

Bonus Actions

Alter Fate. The dragon tampers with the luck of another creature it can see within 60 feet of itself. The creature adds or subtracts (dragon’s choice) 1d6 from the next attack roll, ability check or saving throw it makes before the end of its next turn.

Reactions

Spell Eater. If the dragon is targeted by a spell, it can make a Constitution check with a DC equal to 10 + the spell’s level. On a successful save, the dragon eats the spell. It has no effect, and the dragon regains Hit Points equal to 5 + the spell’s level.

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.

Bounding Strike. The dragon moves up to its speed without provoking opportunity attacks then the dragon may make a claw attack.

Tail Attack. The dragon makes a tail attack.

Alter Fate. The dragon uses Alter Fate.

Monster Tags: Misc Creature

KardurDoomscourge

Comments

Posts Quoted:
Reply
Clear All Quotes