Huge Dragon, Any Good Alignment
Armor Class 22 Natural
Hit Points 287 (22d12 + 140)
Speed
STR
27 (+8)
DEX
15 (+2)
CON
26 (+8)
INT
15 (+2)
WIS
19 (+4)
CHA
23 (+6)
Saving Throws DEX +8, CON +14, WIS +10, CHA +12
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Radiant
Condition Immunities Poisoned
Senses Passive Perception 24
Languages --
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use it's Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack +14 to hit, reach 10 ft., one target. Hit  19 (2d10+8) piercing damage

ClawMelee Weapon Attack +14 to hit, reach 5 ft., one target. Hit: 15(2d6+8) slashing damage.

Tail. Melee Weapon Attack +14 to hit, reach 15 ft., one target. Hit 17 (2d8+8) 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 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of it's 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.

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

Radiant Breath. The dragon exhales blinding fire in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66(12d10) radiant damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Slagathor1738

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