Huge Dragon, Chaotic Evil
Armor Class 18 Natural
Hit Points 195 (17d12 + 85)
Speed 120 ft., Walk 60 ft.
STR
23 (+6)
DEX
16 (+3)
CON
21 (+5)
INT
15 (+2)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +8, CON +10, WIS +7, CHA +8
Skills Intimidation +18, Stealth +9
Damage Resistances Piercing, Radiant, Slashing
Damage Immunities Necrotic
Condition Immunities Blinded, Poisoned
Senses Blindsight 60, Darkvision 120, Passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Superior Darkvision. The dragon can see up to 120 ft in the dark.

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

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning 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.

Necrotic Breath (Recharge 5–6). The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.

Reactions

Attack of Opportunity. The dragon can attack an enemy if they are within 10ft and try to move away.

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.

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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A huge dark purple and blue tint dragon. The hardened scales shimmer in the moonlight with faint glow. Large greenish yellow glowing eyes. Razor sharp claws. Large in size and longer than most other dragons. Almost serpent like in appearance. Allows for greater range of movement.

Lair and Lair Actions

The necrotic dragon lives in caves or underground in areas where great death has taken place. Most living things tend to avoid these areas when its presence is felt. Anything alive there is alive because the dragon allows it.

LAIR ACTION.

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • The necrotic dragon cause a mist that exist within a 50ft radius to inflict 5d8 necrotic damage. Players must make a DC 18 Con saving throw.
  • The dragon can increase the amount of mist the exists to obscure the vision of those within a 50ft radius. Players must make a DC 17 Wis saving throw or be blinded until there next turn.
  • The dragon can absorb all the mist within the lair to restore 5d10 health.

Habitat: GrasslandSwamp

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