Huge Dragon, Lawful Evil
AC 18 (natural armor)    Initiative +2 (12)
HP 229 (17d12 + 119)
Speed 30 ft., Climb 80 ft., Fly 60 ft.
Mod Save
STR 21 +5 +5
DEX 14 +2 +8
CON 25 +7 +7
Mod Save
INT 14 +2 +2
WIS 20 +5 +11
CHA 20 +5 +11
Skills Perception +17, Stealth +8
Vulnerabilities Cold, Fire
Resistances Acid, Piercing, Slashing
Immunities Poison; Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 60 ft. In Webs only; Passive Perception 27
Languages Abyssal, Common, Draconic
CR 18 (XP 20,000; PB +6)
Traits

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 can use its Frightful Presence. It then makes three attacks: one with its bite and two with its slam.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 5) piercing damage plus 7 (2d6) poison damage.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 5) piercing damage.

Frightful Presence. Each creature of the dragon's choice that is within 240 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.

Spider Breath (Recharge 5–6). The dragon exhales poison and its own young in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. In addition, 1d4 Swarm of Insects (Spiders) are placed by the DM's discretion within the area of the cone.

Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 19):

At will: mage hand (the hand is invisible), minor illusion

1/day each: detect thoughts, dispel magic, invisibility, major image

Bonus Actions

Change Shape. The dragon magically transforms into any aberration or beast that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

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.

Arachnid Birth (1/Day). The dragon summons 2 Swarm of Insects (Spiders), being placed by the DM's discretion within 20 feet of the dragon.

Bite Attack. The dragon makes a bite attack.

Spider Attacks (Costs 2 Actions). The dragon sends a psionic pulse to up to 5 Swarm of Insects (Spiders) within 60 ft. All spider swarms within range can make a single bite attack on any creature within their melee range.

Description

Austere's Tome

Lair and Lair Actions

An Arachnoids Dragon’s Lair

Arachnoid dragons lair in low mountains or hills, dwelling in caverns under dry and warm areas. Caves within the deep halls of abandoned mines and dwarven strongholds are the most highly prized arachnoid dragon lairs, creating hazards that hinder intruders and letting thin web and odd gases wash over the arachnoid dragon as it sleeps.

With its hoard well protected deep within the lair, an arachnoid dragon spends as much of its time inside the mountain as it can, while having intelligent spider servants to collect hoard treasures.

Throughout the lair complex, intelligent arachnoids have erected monuments to the dragon’s power, telling the grim story of its life, and the adventurers it has slain.

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:

  • Spiders spin webs from a point on the ground or wall the dragon can see within 180 feet of it, creating a 20-foot-wide, 10-foot-tall wall of webs. Each creature in the web’s area must make a DC 18 Strength saving throw, or be restrained until they can succeed on the save on their subsequent turns.
  • A tremor shakes the lair in a 40-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.

Regional Effects

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

  • Small web patches are common within 3 miles of the dragon’s lair.
  • Buildings 1 mile of the lair are supernaturally hard to breath in and tainted by low floating, invisible poison. (Not strong enough to poison small or larger creatures.)
  • Small caves within 1 mile of the dragon’s lair form portals to the Shadowfell, allowing creatures of the Shadowfell into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d8 days.

Previous Versions

Name Date Modified Views Adds Version Actions
9/27/2023 11:20:57 AM
57
1
--
Coming Soon
3/12/2024 1:36:37 PM
61
0
1.2
Coming Soon
1/24/2026 7:36:47 AM
64
1
--
Coming Soon

Habitat: Underdark

ImAustere

Comments

Posts Quoted:
Reply
Clear All Quotes