Huge Undead, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 289 (17d12 + 85)
Speed 40 ft., fly 40 ft., swim 40 ft.
STR
23 (+6)
DEX
16 (+3)
CON
21 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +11, DEX +8, CON +10, WIS +7
Skills Perception +11, Stealth +7
Damage Immunities Acid, Necrotic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common Understands, does not speak, Draconic Understands, does not speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Actions

Multiattack. The dragon can use its Sickening 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) acid 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.

Sickening Presence. Each creature that is within 30 feet of the zombie dragon and aware of it must succeed on a DC 14 Constitution saving throw or become violently repulsed and sickened by its abhorrent look and odor (treat as poisoned) 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 Sickening Presence for the next 24 hours.

Necrotic Breath (Recharge 5–6). The dragon exhales necrotic energy 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

Legendary Reaction (once per opponent turn). 

Vicious Response. If the zombie dragon is hit by an attack that originates from within a range of 5', it can, as a reaction, respond with a Claw Attack.

 

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.

Lair and Lair Actions

Zombie Dragon Lair:   The undead presence of a  zombie dragon can become bound with the area of its creation, the lair's corruption seemingly a further extension of the dragon's own necromantic essence.  

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:

  • Skeletal Minions:  A number of skeletons erupt from the ground and/or walls within 60' of the Zombie Dragon.  These minions will get an immediate attack if within 5' of an enemy and will continue to attack on the Lair Action Turn until destroyed or the Zombie Dragon dies.  Each usage of Skeletal Minions animates 4 (1d6+1) Skeletons.   Minion Stats:  as per Monster Manual with the exception of having only 1 HP and a melee weapon.
  • Wall of Bones:  A wall of jumbled bones erupts into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) bludgeoning damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature cannot move through the wall without breaking through.  Each 5-foot section of wall has AC 13 and 10 hit points; it has vulnerability to fire damage, but immunity to piercing, cold, necrotic, and psychic damage. The wall crumbles to dust when the dragon uses this lair action again or when the dragon dies.
  • Hands from the Grave:  Grasping skeletal arms and hands erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 60 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the grasping hands. The save must be attempted each time a creature enters the area and/or each successive turn it remains there.  A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The grasping hands crumble to dust when the dragon uses this lair action again or when the dragon dies.

Habitat: Swamp

BayouFunk

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