Mod | Save | ||
---|---|---|---|
STR | 21 | +5 | +5 |
DEX | 14 | +2 | +6 |
CON | 20 | +5 | +5 |
Mod | Save | ||
---|---|---|---|
INT | 12 | +1 | +1 |
WIS | 13 | +1 | +5 |
CHA | 15 | +2 | +2 |
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Ruidium Madness. The dragon exudes a psychic pressure in a 20-foot emanation. If a creature starts its turn within this emanation, the creature must succeed on a DC 13 WIS save or take 2d6 psychic damage and have disadvantage on its next attack roll before the end of its turn. Creatures immune to frightened condition are immune to this effect.
Ruidium Corruption. When a creature rolls a natural 1 on a saving throw caused by the dragon, or is hit by a critical hit from it, that creature must succeed on a DC 14 CHA save or gain 1 level of exhaustion and gain ruidium corruption if it does not already have it.
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 9 (2d6 + 5) Slashing damage plus 3 (1d6) Acid damage.
Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage.
Psychic Fracture. When the dragon gets the bloodied condition, its body fractures with psychic backlash. Each creature within 30 feet of the dragon, must make a DC 17 CON save or take 16 (3d10) psychic damage. Half on success. The dragon then loses its resistance to psychic damage for the rest of the encounter.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each its turns.
Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon can move up to half its Speed, and it makes one Rend attack.
Psychic Pulse (costs 2 actions). Wisdom Saving throw: DC 15. One creature the dragon can see within 120 feet. Failure: 16 (3d10) psychic damage, and the target has disadvantage on saving throws to maintain concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.
Lair and Lair Actions
Filth Burst. The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain.
Crimson Haze. Until the start of the next round, creatures have disadvantage on perception checks and any ranged attack.
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