Medium Dragon, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 15 ft., fly 60 ft.
STR
17 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
14 (+2)
WIS
9 (-1)
CHA
14 (+2)
Saving Throws DEX +2, CON +4, WIS +1, CHA +4
Skills Perception +3, Stealth +2
Damage Immunities Thunder
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
Languages Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Sound Burst. The dragon emits a shrieking scream in a 20-foot cone (10-foot cone if in Pandemonium). Each creature in that area must make a DC 12 Wisdom saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. Also creatures that failed this save become deafened for 1d4 rounds. Already deafened creatures are unaffected by this attacks.

Maddening Wails. The dragon emits a series of dissonant wails in a 20-foot cone (10-foot cone if in Pandemonium). Each creature in that area must succeed on a DC 12 Wisdom saving throw or become stunned for 1d4 rounds.

Description

Native to the windswept plane of Pandemonium, howling dragons are brilliant, scheming, and quite insane. A howling dragon is long and slender, with short, thin legs and narrow wings. Long spines form a frill behind its head, and twin clusters of similar spines sprout from its shoulders. Its scales are mottled purple and black, darkening as the dragon ages. Its yellow eyes are large and feral-looking, with tiny pupils. Howling dragons make their lairs in isolated caverns amid the twisting tunnels of their native plane. When they find their way to the Material Plane, they seek out similar terrain, and are thus usually encountered far underground. They roam widely in the territory surrounding their lair, exploring every narrow crevice and tunnel. Howling dragons feed on any creatures they can catch — living, undead, or even construct. They enjoy the sensation of biting into a still-moving morsel.

Lair and Lair Actions

A howling dragon’s lair is typically a cave network with no light.

Lair Actions

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

  • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.

Regional Effects

The region containing a legendary howling dragon’s lair is affected by the dragon’s magic, which creates the following effects:

The sound of hideous whispers haunts the tunnels within 1 mile of the dragon's lair. Any creature that takes a Wisdom (Perception) check based on hearing, must make a DC 13 Wisdom saving throw, taking 1d6 psychic damage on a failure. Creatures with a passive Perception higher than 13 must make this saving throw every hour, unless they impede their hearing in some way.

Whenever a creature with an Intelligence of 3 or higher comes within 100 feet of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.

If the dragon dies these effects fade immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
3/30/2020 10:39:19 PM
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Coming Soon
SpaceOrochi

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