Medium Dragon, Neutral Evil
AC 16 natural    Initiative +3 (13)
HP 126 (12d10 + 60)
Speed 30 ft., Fly 30 ft.
Mod Save
STR 20 +5 +5
DEX 16 +3 +11
CON 20 +5 +14
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 12 +1 +1
Skills Perception +5, Stealth +9
Immunities Acid
Senses Passive Perception 15
Languages Draconic
CR 12 (XP 8,400; PB +4)
Traits

Perfect Camouflage. The Changewing can change the color and texture of its scales to match its surroundings perfectly. It has advantage on Dexterity (Stealth) checks. While remaining perfectly still in this state, it is indistinguishable from the surrounding environment. If it moves, attacks, or uses its acid blast, the camouflage breaks until it takes a bonus action to re-engage it.

Spider Climb. The Changewing can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Prehensile Tail. The Changewing can use its tail to grapple, lift, or manipulate objects. It has advantage on Strength (Athletics) checks made to initiate or maintain a grapple with its tail.

Cheliphobia (Eel Fear). If the Changewing starts its turn seeing a giant eel or normal eel within 120 feet of it, it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. It can repeat the saving throw at the end of each of its turns

Actions

Multiattack. The Changewing makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the Changewing cannot use its tail attack on another target.

Acid Stream (Recharge 5–6). The Changewing exhales a 30-foot line of highly corrosive, viscous green acid that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) acid damage and an additional 9 (2d8) acid damage at the start of its next turn as the acid eats through armor and flesh. On a successful save, a creature takes half as much initial damage and no lingering damage.

Hypnotic Gaze (3/Day). The Changewing targets one creature it can see within 30 feet. If the target can see the Changewing's shifting, swirling eyes, it must succeed on a DC 13 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0. The effect ends early if the creature takes damage or if another creature uses an action to shake them out of the trance.

Bonus Actions

 

 
Reactions

 

 
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

The Changewing is a medium-sized, forest-dwelling Mystery Class dragon from the How to Train Your Dragon franchise. It is best known for its ability to blend seamlessly into its surroundings and spit streams of corrosive acid instead of fire

 

Lair and Lair Actions

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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.

Habitat: Any

dndguy33

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