Huge Dragon, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., Fly 80 ft., Swim 30 ft.
STR
16 (+3)
DEX
20 (+5)
CON
20 (+5)
INT
19 (+4)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +10, CON +10, INT +9
Skills History +7, Perception +11, Persuasion +8, Stealth +5
Damage Resistances Cold
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Telepathy
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). 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 claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) piercing damage.

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

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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.

Psionic Roar (Recharge 5-6). The dragon lets out a shrill roar that clouds the mentality of those that hear it. Each creature in a 60 foot sphere surrounding the dragon must make a DC 18 Intelligence saving throw, taking 45 (13d6) psychic 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.

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

Tail Attack. The dragon makes a tail attack.

Telekinesis (Costs 2 Actions). The dragon flourishes its paw, causing all floating objects to be thrown in one specific direction. Each creature within within range of thrown objects must succeed on a DC 19 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Any floating creature that fails its Dexterity saving throw takes 20 (5d6 + 5) bludgeoning damage and falls prone.

Lair and Lair Actions

A Clear-Sighted Dragon’s Lair

A clear-sighted dragon’s lair is typically a cold area, usually a submerged cavern found near fallen aquatic structures or snowy mountain tops. These lairs tend to have relics and gemstones of many shapes and colors collected by the dragon.

Lair Actions

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

  • The dragon slams its psychically charged tail on the ground, causing any loose objects within range to defy gravity at the dragon's will. All sentient creatures within 120 feet must succeed on a DC 15 Dexterity saving throw or be lifted 5 feet off of the ground. A levitating creature's speed drops to 0 and they have disadvantage on melee attacks.
  • The relics within the dragon's lair pulsate with a mentally repressing energy. Any creature within 15 feet of a dragon's relic suffers 8 (4d4) points of psychic damage and its hit point maximum is reduced by half of the damage from this effect. Any creature affected by this regains its hit point maximum after a long rest.

Regional Effects

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

  • The dragon's telepathic strength allows it to tamper with the senses of those within a 5-mile radius of its lair. Images of Large or smaller monsters haunt the surrounding area. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
  • Whenever a creature with an Intelligence of 3 or higher interacts with an illusion within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.

If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.

Habitat: ArcticCoastalMountain

GekkoTakahata

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