Huge Construct, Chaotic Evil
AC 18    Initiative +4 (14)
HP 168 (17d12 + 64)
Speed 40 ft., Fly 90 ft.
Mod Save
STR 24 +7 +11
DEX 11 +0 +0
CON 19 +4 +8
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 3 −4 −4
Skills Perception +8, Stealth +4
Resistances Bludgeoning, Piercing, Slashing
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18
Languages Common, Draconic
CR 11 (XP 7,200; PB +4)
Traits

Immutable Form. The dragon can't shape-shift.

Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.

Siege Monster. The dragon deals double damage to objects and structures.

Actions

Multiattack. The dragon uses its Malevolent Presence, then makes three Rend attacks. If the dragon isn't flying, it can also make one Tail attack.

Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 3 (1d6) Radiant damage.

Tail. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Bludgeoning damage. The target has the Prone condition.

Radiant Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 120-foot-long, 10-foot-wide Line.

Failure: 56 (16d6) Radiant damage.

Success: Half damage.

Maddening Presence. Wisdom Saving Throw: DC 16, each creature in a 30-foot Emanation.

Failure: The target has the Charmed condition until the end of the dragon's next turn. While Charmed, the target fixates on another creature or object that the dragon mentally chooses and must, on each of its turns, move as close as it can to that target and takes the Attack action against them. If the dragon doesn't choose a target, the Charmed creature can act normally on its turn.

Judas19

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