| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +8 |
| DEX | 10 | +0 | +6 |
| CON | 25 | +7 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 13 | +1 | +7 |
| CHA | 21 | +5 | +11 |
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Maddening Presence (Aura). Any creature that starts its turn within 10 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be frightened of the dragon until the start of its next turn.
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: +14, reach 10 ft. Hit: 19 (2d10 + 8) Piercing damage plus 7 (2d6) Fire damage.
Claw. Melee Weapon Attack: +14, reach 5 ft. Hit: 15 (2d6 + 8) Slashing damage.
Tail. Melee Weapon Attack: +14, reach 15 ft. 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 18 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.
Corrupted Breath (Recharge 5–6).. The dragon exhales corrupted fire and necrotic energy in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) Fire damage and 21 (6d6) Necrotic damage, on a failed save, or half as much damage on a successful one. On a failed save, a creature is also poisoned until the end of its next turn.
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 (Cost 1 Actions). The dragon makes a tail attack.
- Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) Bludgeoning damage. and be knocked prone. The dragon can then fly up to half its flying speed.
Draconic Apotheosis: When the dragon is reduced to 0 hit points for the first time, it gain Mythic Actions. Its current hit point total resets to 250. It gains 100 temporary hit points and becomes shrouded in a vortex of necrotic flame. It immediately uses Corrupted Regeneration as a bonus action. Until the end of the encounter, the dragon can use the Mythic Actions below, which replace its Legendary Actions.
Mythic Actions
The dragon can take 3 mythic actions, choosing from the options below. Only one mythic action can be used at a time, and only at the end of another creature's turn. The dragon regains spent mythic actions at the start of its turn.
- Corrupted Regeneration (Costs 3 Actions). The dragon's wounds knit with sickening speed. It regains 30 hit points. Any creature that has hit the dragon with a melee attack since its last turn must succeed on a DC 18 Constitution saving throw or be afflicted with the Searing Plague. This plague deals 3 (1d6) necrotic damage, at the start of the afflicted creature's turn and makes them vulnerable to fire damage. The plague can be ended by a successful saving throw at the end of each of the creature's turns.
- Infernal Incantation (Costs 2 Actions). The dragon roars a malevolent command, and tendrils of shadow and flame coalesce into new threats. It summons 1d4 Fire Snakes or 1 Fire Elemental to an unoccupied space within 30 feet of it. These creatures act on their own initiative count and obey the dragon's telepathic commands.
- Tail Swipe (Costs 1 Action). The dragon makes a Tail attack.
- Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Enter a general description for your monster here.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Corrupted Vents. Cracks in the cavern floor erupt with superheated, corrupted steam in a 5-foot-radius, 10-foot-high cylinder at a point the dragon can see within 60 feet of it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) necrotic damage on a failed save, or half as much on a successful one. The area becomes heavily obscured until the start of initiative count 20 on the next round.
- Shadow Tendrils. Black, thorny shadow vines erupt from the ground around up to two creatures the dragon can see within 90 feet of it. A creature must succeed on a DC 15 Strength saving throw or be restrained by the vines until the start of initiative count 20 on the next round. A creature can use its action to make a DC 15 Strength (Athletics) check to free itself or another creature within its reach.
- Arcane Pulse. The arcane runes around the central pool flare with dark energy. Each creature within 10 feet of the central pool's edge must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next attack roll or saving throw.
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