Huge Dragon, Lawful Evil
AC 18    Initiative +10 (20)
HP 218 (23d12 + 69)
Speed 40 ft., Swim 40 ft., Fly 80 ft.
Mod Save
STR 25 +7 +7
DEX 10 +0 +5
CON 16 +3 +3
Mod Save
INT 8 −1 −1
WIS 8 −1 +4
CHA 10 +0 +0
Skills Athletics +12, Deception +5, Perception +9, Stealth +5
Immunities Acid; Exhaustion, Paralyzed
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19
Languages Common, Draconic
CR 14 (XP 11,500, or 13,000 in lair; PB +5)
Traits

Amphibious. The dragon can breathe air and water.

Metalsense. The dragon can supernaturally sense non-precious metals (such as iron, steel, or bronze) within 90 feet of themself if the metal is not behind total cover. The dragon cannot be surprised by any creature using armor or weapons made from non-precious metals.

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.

Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 11 (1d8 + 7) Slashing damage plus 3 (1d6) Acid damage.

Acid Breath (Recharge 5–6). Constitution Saving Throw: DC 16, each creature in a 60-foot Cone. Failure: 57 (23d4) Acid damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):

At Will: Entangle, Hold Person

1/Day Each: Gaseous Form

Reactions

Elemental Defense (3/Day). The dragon uses Spellcasting to cast Absorb Elements in response to the spell's trigger.

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 of its turns.

Inertial Dampening. The dragon uses Spellcasting to cast Hold Person. The dragon can't take this action again until the start of its next turn.

Irritate. Constitution Saving Throw: DC 13, one creature that is not an Elemental, Ooze, or Construct within 60-feet. Failure: The target has Disadvantage on Dexterity saving throws, attack rolls, and Constitution checks to maintain Concentration until the end of the dragon's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

Lair and Lair Actions

Nickel dragons lurk in fetid bogs and fens, stagnant ponds, and other bodies of water untouched by civilized hands.

The region containing an adult or ancient nickel dragon’s lair is warped by its presence, creating the following effects:

Pustules. The waters within 1 mile of the lair contain some of the foulest diseases known, and a creature that drinks such water must succeed on a DC 15 Constitution saving throw or have Disadvantage on all Charisma checks to influence another creature that can see it as pustules break out over the creature's face until the disease is cured.

Clustered Flora. Paradoxically, the plant life surrounding the lair is dense and vibrant, if not warped. Exploration within the lair takes four times as long as it would otherwise.

If the dragon dies or moves its lair elsewhere, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
11/7/2025 2:47:27 AM
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3
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Coming Soon

Habitat: Swamp

TheBooksDoctor

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