Huge Dragon, Chaotic Neutral
Armor Class 19 (Natural Armor)
Hit Points 290 (20d12 + 160)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
12 (+1)
CON
26 (+8)
INT
16 (+3)
WIS
20 (+5)
CHA
19 (+4)
Skills Deception +10, Perception +11, Stealth +7, Survival +11
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Giant, Goblin
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Mimicry. The dragon can mimic sounds it has heard, including voices. A creature can tell the sound is an imitation with a successful Wisdom (Insight) check opposed by the dragon’s Charisma (Deception) check.

Overpowering Strength. When the dragon hits a creature with
a melee attack, the target must succeed on a DC 19 Strength
saving throw or be knocked prone.

Warding Tail. When a creature misses the dragon with an attack,
the dragon may use its reaction to make a tail attack against the
target.

Actions

Multiattack. The dragon can use its Frightful Presence. I then makes four attacks; one with its bite, one with its tail, and two with its claws.

Draining Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 31 (4d10 + 9) piercing damage and the dragon gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is permanent. The target dies if this effect reduces its hit point maximum to 0. The lost hit points can be restored if the victim drinks or bathes in at least one liter of blood from the dragon who drained them.

Claws. Melee Attack Roll: +11, reach 5 ft. Hit: 22 (2d12 + 9) Slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) piercing damage. If the target is a creature, it must succeed on a DC 19 Dexterity saving throw or be restrained by the dragon (escape DC 19).

Frightful 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 frightened 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.

Credit: Dungeon Dad

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 19 (2d10 + 8) bludgeoning damage and be knocked prone.

Description

Gray dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs. Their tails are exceptionally long and forked with a pair of scythe-like bone blades. Their scales are a mottled gray and brown and their mouths are a sea of fangs. Their wings are small and muscular. The eyes of a gray dragon tend to be a glittering red or orange, and their heads are adorned with many small spikes and a set of sharp horns.

Lair and Lair Actions

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:

  • The dragon causes stalactites to rain down from the ceiling of its lair. All creatures within a 20-foot radius take 14 (4d6) piercing damage, or half as much on a successful DC 15 Dexterity saving throw. A creature who fails this save by 5 or more is pinned to the ground by the falling rock and is restrained (escape DC 10)
  • The dragon vomits a torrent of blood into a 30 foot cone originating from its space. All creatures in the cone must succeed on a DC 15 Constitution Saving Throw or become poisoned.
  • Jagged spikes of stone erupt from the ground in a 30 foot area within the lair. All creatures in the area must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) piercing damage and be knocked prone. The area also becomes difficult terrain.

Regional Effects

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

  • It becomes very difficult to cover your tracks within 10 miles of the dragon’s lair. Magic that obscures the trail left behind by a creature doesn’t function, and creature’s make survival checks to cover their tracks with disadvantage as the terrain actively tries to maintain evidence of being disturbed.

  • Wild animals grow unnaturally large in size and become much more aggressive than usual. All animals which would normally be encountered here become dire animals. If there is no existing stat block for the dire animal in question, the animal has quadruple its normal hit points, its size category increases by one, and the amount of dice rolled for its damage is doubled.

  • Creatures perpetually feel as though they are being watched and magic used to detect the presence of another creature has a 50% chance to behave erratically. For example, if a creature casts the alarm spell, their alarm might be triggered even if nothing stepped within the area of the spell’s effect.

 If the dragon dies the animals in the area remain oversized, however their aggression level returns to normal and any of their future offspring will be of normal size. All other effects end immediately.

Habitat: DesertGrassland

AsmodeusUnbound

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