Huge Dragon, Neutral Good
Armor Class 17 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft., Climb 40 ft., Fly 60 ft., Swim 120 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +5, CON +9, WIS +6, CHA +7
Skills Deception +8, Perception +12, Stealth +6
Damage Immunities Poison, Slashing
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 12 (8,400 XP)
Proficiency Bonus +4
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: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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.

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

Poison Breath. The dragon exhales poison gas in an 60-foot cone. Each creature in that line must make a DC 17 Constitution saving throw, taking 54 (12d8) poisoned damage on a failed save, or half as much damage on a successful one.

Poisonous Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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 3 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Tin Dragon’s Lair

Tin dragons dwell in isolated islands, where they stockpile incredible amounts of treasure. Those who venture inside of the lair are safe until they attempt to steal from the hoard, able to buy items from the dragon if they have the money. All traps in the lair of a Tin Dragon have two settings, one that steals wealth and one that deals damage. The Lairs are hidden deep in the heart of islands, and there are rumored to be less than ten lairs in the entire world.

Lair Actions

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

  • The dragon chooses any item with a value of over 1 GP that it can see within 120 feet of it, always choosing the most expensive item it can see that it doesn't already own. That item is drawn towards the dragon's hoard at a rate of 120 ft per round if it is not currently being held by a creature. If it is being held by a creature, they must make a DC 16 Strength Saving throw or have the item taken. If it is being worn by a creature, they must make a DC 14 Strength saving throw or be pulled towards the hoard at the same rate.
  • The dragon chooses a 100-foot-line on the ground that is 3 ft wide and that it can see within 120 feet of it. The ground in that area rises up into a 20 ft high wall of tin. Radiant Damage is reflected by this wall, and it has 100 HP. Destroying the wall disables this lair action for the rest of the day, and the wall lasts until this lair action is used again. If the wall is still up after the Tin Dragon dies, it will no longer reflect radiant damage.

Regional Effects

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

  • Waters within six miles of the lair are filled with whirlpools, which have the effect of a 30 ft deep Maelstrom spell.
  • Any creature with an intelligence below 4 within 1 mile will attempt to steal any items worth at least 1 GP and bring them to the hoard.
  • Winds within six miles of the lair push ships away from the lair.

If the dragon dies, the whirlpools fade over the course of 1d10 days. The other effects end immediately.

Habitat: Coastal

Iblekoblek

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