Huge Dragon, Any Lawful Alignment
Armor Class 21 (natural armor)
Hit Points 270 (23d12 + 108)
Speed 40 ft., Burrow 50 ft., Fly 60 ft.
STR
27 (+8)
DEX
9 (-1)
CON
25 (+7)
INT
16 (+3)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws STR +13, CON +12, WIS +7, CHA +8
Skills Intimidation +24, Perception +12
Damage Resistances Piercing from nonmagical attacks
Damage Immunities Thunder
Condition Immunities Blinded
Senses Blindsight 60 ft., Tremorsense 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.

Deafening Roar (Recharge 5–6). The dragon lets out an ear-splitting roar. Each creature within a 20 foot cone must make a DC 19 Constituition saving throw, taking 71 (12d12) thunder damage on a failed save and be deafened for two turns, or half as much damage only 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 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.

Shockwave (Costs 2 Actions). The dragon slams its front legs into the ground. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then eat any unearthed minerals, regaining 3d6 + 2 hp.

Lair and Lair Actions

Teal dragons make their lairs deep underground, using their powerful jaws and burrowing ability to carve out giant caverns underneath the surface, often under mountain ranges.

The tunnels leading to a legendary teal dragon's lair are perpetually shrouded in a magical darkness, causing any nonmagical lights to be extinguished almost immediately. Even toward the surface, all the caves are barren of valuable minerals and the like.

A teal dragon will flood the tunnels leading to and from its lair with lava if its lair is invaded, preventing the escape of any who raid it. Either they will be killed by the dragon or cooked by the lava, and the dragon's horde is safe.

Lair Actions

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:

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • 2d6 Blue-footed Prisks are summoned from the surrounding tunnels and caves to aid the dragon. They share initiative with the dragon, and follow its commands.

Regional Effects

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

  • Lava fields manifest within 6 miles of the lair.
  • Earthquakes occur 1d6 times a day within 6 miles of the lair. The severity of these quakes is determined with a d8 roll, with a 1 being the most mild.
  • Magical darkness shrouds the area surrounding the lair. This darkness cannot be seen through with darkvision, and it extinguishes any nonmagical light, as well as light created by a light spell of 2nd level or lower.

If the dragon dies, the earthquakes cease immediately, and the lava fields and darkness retreat within 1d10 days.

Habitat: AnyUnderdark

HorizonX_27

Comments

Posts Quoted:
Reply
Clear All Quotes