Large Dragon, Neutral
Armor Class 21 (natural armor)
Hit Points 75 (7d10 + 40)
Speed 60 ft., burrow 60 ft.
STR
26 (+8)
DEX
18 (+4)
CON
24 (+7)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +7, CON +10, INT +3, WIS +3, CHA +3
Skills Insight +3, Intimidation +6, Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Stunned
Senses Blindsight 15 ft., Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 16
Languages Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magical Resistance. The dragon has advantage on savingthrows against spells and other magical effects.

False Appearance. While this dragon remains motionless, it is indistinguishable from a large boulder.

Regeneration. The dragon regenerates 10 HP on the beginning of its turn. If the dragon suffers radiant damage in the previous round, the regeneration doesn´t work this round.

Siege Monster. This Dragon deals double damage to objects and structures.

Actions

Multiattack. If the dragon makes a bite-attack it can make 2 claw attacks onto the same target aswell, or the attacker may choose to make one bite attack and hurl one stone or whip its tail at the same, or a different target.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (1d12 + 11) piercing damage. When hit by this bite, the target has to make a consitution savingthrow DC 20. On a failed save the target is considered poisoned for up to one minute. At the end of the targets turn, it may reroll the savingthrow.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 11) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (1d10 + 11) bludgeoning damage.

Hurl Stone. Ranged Weapon Attack: +11 to hit, range 30/90 ft., one target. Hit: 20 (2d8 + 11) bludgeoning damage. Furthermore if the target is hit, it has to make a DC 20 Strength Savingthrow or becomes Prone. If the creature is able to fly via the means of wings, the creature also looses the ability to fly for 1d6 rounds.

Breath Weapons (Recharge 3–6). The dragon uses one of the following breath weapons.

Forcefull Breath. The dragon exhales pure force energy in an 60-foot cone. Each creature in that cone must make a DC 20 Dexterity saving throw, taking 36 (8d10) force damage on a failed save, or half as much damage on a successful one. If the target of the breath weapon is a dragon or dragon adjacent, or considered a dragon, it has to make a DC 25 constitution savingthrow. On a failed save the target gets disintegrated, when this breath weapon reduces the target to 0 HP.

Reactions

Magical Adversity (Recharge 3–6).If the dragon is targeted by a magic missile spell, a line spell, a spell that requires a ranged attack roll or any breath weapon, the dragon can choose to absorb the spells magical energy. The dragon therefore is unaffected by the magic effect or breath weapon and said magic effekt or breath weapon is reflected and targets the caster as though the spell or effekt originated from the dragon.

Erverdammtnochma

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