Huge Monstrosity (Half-Blue Dragon), Typically Chaotic Neutral
Armor Class 30 (natural armor)
Hit Points 300 (19d20 + 130)
Speed 50 ft., Burrow 100 ft., Fly 65 ft.
STR
28 (+9)
DEX
30 (+10)
CON
25 (+7)
INT
26 (+8)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws DEX +16, CON +13, INT +14, WIS +14
Skills History +9, Perception +14, Persuasion +10, Stealth +6
Damage Immunities Acid, Fire, Necrotic
Condition Immunities Charmed, Frightened, Grappled, Petrified, Poisoned, Prone
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 120ft, Passive Perception 24
Languages Celestial, Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (4/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 four attacks: two with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 27 Wisdom saving throw or become frightened for 2 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.

Breath Weapons (Recharge 7–8). The dragon uses one of the following breath weapons:

Wood Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Spore Breath. The dragon exhales sleep gas laceded with spores in a 90-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or fall sleep unconscious for 10 minutes. As well as taking 5d8+5 acid damage or half as much on save.This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 1 Actions). The dragon beats its wings. Each creature within 35 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 15 (3d12 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Termiteitic Dragon’s Lair

A Termiteitic dragon’s forest lair is typically a group of trees holding at least one Termite nest.

Lair Actions

On initiative count 25 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 27 Strength saving throw or be pushed 30 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
  • A spectral forest of trees and roots about in a 75-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 27 Constitution saving throw or be Restrained for 1 minute amd take 50 piercing damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success taking the damage for each fail.

 

Habitat: ForestGrassland

Jamie7D

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