Huge Dragon, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills Perception +13, Stealth +6
Damage Resistances Force
Damage Immunities Thunder
Condition Immunities Deafened
Senses Blindsight 60 ft., Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Chromatic Scales. The scales of a musical dragon scintillate and pulse with surges of musical power going up and down the scale of notes in half steps. Any creature that starts it's turn within 40 feet of the dragon takes 1d10 thunder damage, is confused as per the Confusion, and cannot hear sound except for the dragons cacophony and other thunder damage effects.

Resonant Song: Deafened creatures still take thunder damage from the dragon.

Actions

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 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Musical 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 19 Wisdom saving throw or become deafened 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.

Cacophony Breath (Recharge 5–6). The dragon exhales deafeningly bad music in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 63 (18d6) thunder damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 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

An incredibly loud, fast, and complicated xylophone solo accompanies a musical dragon at all times. They are normally friendly but murder those who don't appreciate their "Music". Their scales constantly shift colors very fast and confuse those near it into oblivion.

 

Lair and Lair Actions

A Musical Dragon’s Lair

Musical dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with whistling wind or musical activity are the most highly prized musical dragon lairs, creating sounds that frighten intruders and letting deafening music and xylophone shockwaves wash over a dragon as it sleeps.

With its hoard well protected deep within the lair, a musical dragon spends as much of its time outside the mountain as in it. For a musical dragon, the great heights of the world are the throne from which it can look out to survey all it hears—and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  •  A xylophone mallet strikes a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 30-foot-radius soundwave. Each creature in the soundwave’s area must make a DC 15 constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  •  The lair goes completely silent, as per the silence until initiative count 20 next round.

 

 

Regional Effects

The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  •  Very impressive and insane xylophone solos play within 6 miles of the lair.
  •  Loud gong strikes regularly announce the time within one mile of the lair. Every hour, the players learn what time it is if they can count, are woken up (Ends rests), and take 1 thunder damage for every hour that has passed since the last noon or midnight.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: HillMountain

TheRaceMaker

Comments

Posts Quoted:
Reply
Clear All Quotes