Huge Dragon, Neutral Evil
AC 18 Natural Armor    Initiative +4 (14)
HP 190 (17d12 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
Mod Save
STR 22 +6 +6
DEX 14 +2 +6
CON 20 +5 +5
Mod Save
INT 11 +0 +0
WIS 14 +2 +6
CHA 16 +3 +7
Skills Perception +7, Stealth +7
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic; Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 18
Languages Common, Draconic
CR 9 (XP 5,000; PB +4)
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (1/Day, or 3/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Bloodied Rage (1/Day). When the creature falls below half of its hitpoints, enter bloodied rage. Upon first entering bloodied rage, the creature instantly recharges its breath attack, gains advantage on all attacks until the end of its next turn and increases its natural regenration while in its lair.

Actions

Multiattack. The dragon makes one bite and two claw attacks.

Bite. Melee Attack Roll: +9, reach 10 ft. Hit: 17 (2d10 + 6) Piercing damage plus 5 (2d6) Necrotic damage.

Claw. Melee Attack Roll: +9, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage.

Bloodied Breath (Recharge 5–6). Constitution Saving Throw: DC 16, each creature in a 30-foot-long, 15-foot-wide Cone. Failure: 40 (9d8) Necrotic damage and the target is affected by the bloodied condition (a bloodied creature takes 1d6 necrotic damage at the start of its turn). It may reroll the save at the end of his next turn. On a success, or after being the target of the Bloodpulse action the condition ends. Success: Half damage

Golden Smash (Recharge 4–6). Dexterity Saving Throw: DC 16, each creature in a 20-foot radius. Failure: 40 (3d8) Bludgeoning damage and the target falls prone.

Bonus Actions

Detect: The dragon makes a Wisdom (Perception) check.

Legendary Actions

Legendary Action Uses: 2 (3 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.

Claw. Melee Attack Roll: +9, reach 10 ft. Hit: 13 (2d6 +6) Slashing damage.

Golden dive. The dragon dives into the hoard and moves up to 30 feet in it without provoking opportunity attacks.

Bloody Wings . Strength Saving Throw: DC 16, each creature in a 20-foot- radius. Failure: The target is pushed back 15 feet and falls prone.

Bloodpulse (2 actions). Each bloodied creature in a 30-foot-radius Sphere centered around a point the dragon can see within 90 feet. The targets take 7 (2d6) Necrotic damage. The user heals itself by half the damage dealt this way.

 

Description

"When the seal of the hidden treasure opens,
When its guardian manifests itself,
When its gold is touched,
Then blood shall flow there,
And a second guardian shall be born from my guilt."

Lair and Lair Actions

Birthed by an infernal Ritual, sent as a failsafe and bound to ""The greatest hidden treasure of Waterdeep".

Golden Lair. The gold in the Vault of Dragons constitutes difficult terrain. If a creature moves 15ft. or more during its turn it must succeed on a DC 15 Dexterity Saving throw or fall prone.

False Purpose. While standing on Gold in the Vault of Dragons, gains advantage on all saves against spells.

Metallic Constitution. While standing on Gold in the Vault of Dragons, regenerates 20 HP at the start of its turn. Halved if hit with radiant damage on its last turn. Increases to 30 HP for 2 turns upon entering bloodied rage.

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause the following effect:

Shifting Sands: Each creature the dragon can see within 120 feet must succeed on a dexterity saving throw (DC 16) or be pushed up to 15 feet in a random direction. If it collides with terrain or another creature both take 2d6 bludgeoning damage.

Habitat: Planar (Nine Hells)

Thrahin

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