Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws STR +12, DEX +5, CON +11, WIS +7
Skills Insight +7, Perception +12, Stealth +5
Damage Immunities Lightning, Thunder
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
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 its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 3 (1d6) thunder 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 17 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.

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

Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Concussion Breath. The dragon exhales a thunderous boom, filling a 20-foot cube originating from it. Each creature in that area must succeed on a DC 19 Constitution saving throw. On a failed save, the creature takes 45 (10d8) thunder damage and is pushed 30 feet directly away from the dragon. On a successful save, the creature takes half as much damage and isn't pushed.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

When a Bronze dragon egg becomes separated from its nest and parent, if it is struck by lightning on a cloudless night and subsequently hatched during a furious windstorm, a Squall dragon is often the result. A Squall dragon embodies the impersonal and unpredictable nature of a storm with a territorial and cruel streak that stems from the isolation in its life.

Lair and Lair Actions

A Squall Dragon’s Lair

A squall dragon lairs in places prone to powerful storms, such as stormy coasts, tall mountain peaks, or even the bottom of the ocean. It also prefers to be as far away as possible from other creatures, especially other dragons. If another dragon even passes through a Squall dragon's territory, it is hunted down and killed. Squall dragons do not even seek out a mate, and so do not have offspring.

Lair Actions

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

  • A powerful gust of wind courses through the dragon's lair in a 30-foot line that is 5 feet wide. Each creature in the line must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the direction that the wind is blowing.
  • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Regional Effects

The region containing a legendary squall dragon’s lair is warped by the dragon’s magic.

  • Storms within 6 miles of the lair grow extremely powerful.
  • Thick, black clouds fill the sky within 6 miles of the lair, causing the region to be veiled in dim light during the day.
  • Within its lair, the dragon can set illusory lights and sounds, such as flashes of lightning and booms of thunder, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

 

Previous Versions

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