Gargantuan Construct, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
24 (+7)
DEX
12 (+1)
CON
21 (+5)
INT
6 (-2)
WIS
7 (-2)
CHA
6 (-2)
Saving Throws STR +11, DEX +5, CON +9
Skills Stealth +4
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 8
Languages Common, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 3 (1d6) slashing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) flashing damage.

Tongue. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 9 (1d4 + 7) slashing damage and the target is subjected to the effects of the Barbed Whip magic item.

Steel Breath (Recharge 5–6). The dragon spits forth a slew of bladed weapons in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing and 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one.

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.

Tongue Lash. The dragon makes a tongue attack.

Tail Attack. The dragon makes a tail attack.

Armament Reconstruction (Costs 2 Actions). The dragon reabsorbs fallen weapons into it's form and heals for 3d8 + 4 HP.

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:

  • Daggers erupt from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius pillar. Each creature in the geyser’s area must make a DC 13 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
  • Undead hands grasp at three creatures of the dragon's choice that it can see on the ground within 60 feet of it. Each creature must make a DC 12 Dexterity saving throw or be grappled (escape DC 12) until initiative count 20 on the next round.
  • The foul magic animating the dragon spreads to nearby corpses, animating 1d4 + 2 skeletons or zombies within 60 feet of the dragon.

 

 

Habitat: HillMountain

AJTheFitz

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