Huge Swarm of Huge dragons, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 600 (22d20 + 154)
Speed 80 ft., Fly 40 ft., Walk 40 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
20 (+5)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +7, CON +16, WIS +9, CHA +13
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +14
Damage Immunities Fire, Necrotic
Condition Immunities Charmed, Frightened, Restrained
Senses Blindsight 60 ft, Darkvision 120ft, Passive Perception 27
Languages Abyssal, Common, Draconic Common, Draconic, Abyssal
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't foce, psychic, or radiant.

Shadow Stealth. While in dim light or darkness,the dragon can take Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Legendary Resistance (3xday). 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: +16 to hit, reach 15 Ft., one target. Hit: 19(2D10+8) piercing damage plus 10(3D6) necrotic damage. 

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22(2D8+8) bludgeoning damage.

Tail. Melee Weapon Attack: +16 to hit, reach:20 ft., one target. Hit: 17(2D8+8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wis. saving throw or become frightened for 1 min. 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 2 hours.

Shadow Breath (Recharge 5-6). The dragon exhales shadowy fire in a 90 foot cone. Each creature in the area must make a DC 22 Con saving throw, taking 77 (22d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only 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: +17 to hit. The Dragon makes a tail tack (2D8+8)

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15Ft. of the dragon must succeed on a DC23 Dex. saving throw or take 15(2D6+8) bludgeoning damage and is knocked prone. The dragon covers the area with smoke and can then fly up to half its flying speed.

Description

Once a majestic Red Adult dragon the demons seem to have corrupted it. Looking at it it looks to be in pain and is lashing out in hatred to anything it  sees.

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.

ElvinQueenHarel

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