Huge Dragon (Chromatic), Chaotic Evil
AC 19 Natural Armor    Initiative −1 (9)
HP 236 (18d12 + 119)
Speed 20 ft., Swim 40 ft.
Mod Save
STR 28 +9 +9
DEX 8 −1 −1
CON 25 +7 +12
Mod Save
INT 10 +0 +0
WIS 18 +4 +9
CHA 12 +1 +1
Skills Perception +10, Stealth +5
Vulnerabilities Fire
Resistances Bludgeoning, Cold, Lightning, Slashing
Immunities Prone
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 14
Languages Aquan, Draconic
CR 15 (XP 13,000, or 13,000 in lair; PB +5)
Traits

Hold Breath. The dragon can hold its breath for up to 2 hours.

Surefooted. Movement unaffected by difficult terrain.

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Tidal Wave

Rend. Melee Attack Roll: +9, reach 5 ft. Hit: 16 (2d6 + 9) Slashing damage.

Oily Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in up to a 900 (30x30) square foot area. Failure: Knocked Prone. Flammable oil covers the ground in up to a 900 (30x30) square foot area and turns it into difficult terrain for 3 rounds. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):

At Will: Darkness, Fear, Tidal Wave

1/Day Each: Chain Lightning, Absorb Elements (level 3 version)

Bonus Actions

Ramming Charge. The dragon can spend a bonus action and 20 movement speed to charge forward in a straight line. Creatures caught in its path take Hit: 32 (9d6) Bludgeoning damage and get pushed back 5 feet. If the creature is unable to be moved by this force, it must roll a DC 23 strength saving throw or take the maximum amount of bludgeoning damage. Against a building or vehicle, the dragon may add its proficiency bonus to its dice count for Hit: 53 (15d6) Bludgeoning damage.

Legendary Actions

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.

Undertow. Dexterity Saving Throw: DC 18, one creature the dragon can see within 120 feet. Failure: The creature is moved 20 feet in any direction it chooses. Failure or Success: The dragon can’t take this action again until the start of its next turn.

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.

Description

The Lapis Dragon is a semi-aquatic, sea-fairing chromatic dragon with the average adult weighing roughly 40 tons and 50 feet in length, with massive individuals attaining sizes of up to 150 tons and over 100 feet in length. Its wings are reduced to dorsal flippers and thus are unable to fly, yet these dragons excel greatly in the water. They are a rare sight to behold as their striking blue coloration allowing them to vanish against the vastness of the open ocean.
Prized by whalers for their oil, a deep blue for which the dragon gets its name from, they serve as an extraordinary fuel source and are often hunted for it. Because of this, the dragon is naturally aggressive towards large vessels. Trade ships and their crew often vanish from waters where a lapis carves its lair.

Lair and Lair Actions

The Lapis nests amongst jagged reefs and twisting underwater caverns with pockets of air to rest in, sometimes finding themselves amongst the underground seas of the Underdark. Amongst the lair adventurers would find wealth often carried by sunken vessels amongst the dragon's hoard, with the dragons favoring black pearls the most.

Lair Actions. On initiative count of 20 (losing initiative ties), the lapis dragon takes a lair action to cause one of the following effects.

  • The waters encircling its lair take on the properties of Darkness. Creatures utilizing the water to breathe through natural or magical means must roll a constitution save against the dragon's spell-casting ability at the end of their turn while within the area of effect or take two points of exhaustion, on a successful save the creature takes one point of exhaustion. Creatures may spend their reaction to roll a dexterity save against the same spell-casting ability modifier in order to hold their breath and avoid taking exhaustion, however they may not take this reaction until they end their next turn outside the area of effect. Creatures must spend a number of rounds equal to the stacks of exhaustion acquired through this action. Creatures utilizing alternative methods of breathing or are not required to breath may ignore the prior saving throws.
  • The waters encircling its lair become turbulent. Creatures and Vehicles must make a DC 23 strength saving throw or be moved (1d6*10) feet in a direction that may either be determined inter-cardinally through dice rolls or through the Dungeon Master's discretion.

Habitat: CoastalUnderdarkUnderwater

Sussy_Milk

Comments

Posts Quoted:
Reply
Clear All Quotes