| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +11 |
| DEX | 20 | +5 | +10 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 10 | +0 | +0 |
Multiattack . The dragon makes 3 attacks, using bite, claw, or spined tail in any order. It can replace 2 attacks for the use of shockwave.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 22 (3d10 + 5) [piercing] damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5ft., 1 target. Hit: 19 (3d8 + 5) [slashing] damage.
spined tail. melee weapon attack: +9 to hit, reach 20ft, 1 target. Hit: 14(2d8 + 5) [bludgeoning damage] and the opponent has the prone condition
Shockwave. Constitution saving throw: DC 17 saving throw, in a 75ft emanation. On a failed save, the creature takes (3d10) lightning damage and (2d12) thunder damage.
channel energy blast. constitution saving throw: DC 17, 120ft line. On this turn, the dragon can move its head up to 90 degrees, in turn, rotating the the energy blast line with it, potentially making more creatures making this save. On a failed save, the creature takes (6d8) lightning damage and (6d8) radiant damage.
the dragon makes 3 legendary actions between its turn
Second burst (Costs 1 Actions). If it made a shockwave attack last turn, the dragon repeats this action however dealing (3d8) radiant damage instead
spatial rend ( costs 2 Actions ). The dragon makes a claw attack, but can deal an extra 1d12 force damage and give the creature the stunned condition for 1 turn
spine launch ( costs 1 action ). The dragon makes 3 ranged attacks, +7 to hit, range 30ft , on a hit, the spine deals 2d6 piercing damage.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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