Huge Undead, Chaotic Evil
Armor Class 17 Natural
Hit Points 150 (17d12 + 34)
Speed 45 ft.
STR
21 (+5)
DEX
14 (+2)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 120, Passive Perception 9
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Paragon Fortitude. The creature has two pools of 75 hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all of the point pools are reduced to zero, the creature is killed.

Persistent Bones. When the dragon's first hit point pool reaches 0, it gains vulnerability to bludgeoning and resistance to piercing and slashing damage, but the dragon also loses its dreadful breath weapon. Also, bones that have fallen off of the creature reform into 1d4+1 skeleton constructs.

Paragon Exhaustion. The creature may take one complete turn in each round of combat for each hit point pool it has above zero and receives one reaction between each of its turns. When a pool of hit points has been reduced to zero, the creature loses one turn each round thereafter. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order.

Actions

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Dreadful Breath (Recharge 5–6). The dragon exhales a dreadfully necrotic gas in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Reactions

Retaliation. When the dragon takes damage from a creature that is within 10 feet of it, it can use its reaction to make a bite attack against that creature.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

MirrorlessMpls

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