Huge Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., Fly 25 ft., Swim 40 ft.
STR
23 (+6)
DEX
17 (+3)
CON
21 (+5)
INT
15 (+2)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws DEX +8, CON +10
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities Acid, Poison
Condition Immunities Petrified, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common Understand but not speak, 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.

Acidic Blood. When the Rot Dragon takes piercing or slashing damage, creatures with 5 foot melee range must make a DC 18 Dexterity Saving Throw or take 2d6 acid damage on a failed save or half as much on a successful one.

Poison Bite. After making a bite attack, the attacked creature must make a DC 12 CON save or be poisoned with paralysis.

Poison Claw. After making a claw attack, the attacked creature must make a DC 12 CON save or be poisoned, taking an additional 1d6 poison damage per round.  The Save can be repeated at the end of the creatures turn.

Fortitude. Once per round, the rot dragon can regain (2d12) hp.

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus (2d4) poison damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus (2d4) poison 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.

Acid Breath (Recharge 5–6). The dragon exhales acidic liquid in a 45-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.

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 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.

Mythic Actions

Poison Biology after a successful hit against this creature that deals piercing or slashing damage, anyone within 10ft takes must succeed a CON saving throw DC 18 or take 3d6 poison damage and be poisoned or half as much on a success and not be poisoned.

Tree Stride this creature can use its bonus action to innately use Tree Stride.

Description

Born from the physical manifestation of Tiamat’s binding to Avernus and Melora’s gate to the Feywild, this monstrosity grew within the plane of faerie causing poison and corruption to flow. 500 years of poison afflicting the magic landscape created a forest of dead withered gnarled trees and swamp like bog that this creature calls home.

Lair and Lair Actions

This dragon has grown from the twisted effects of the poison seed affecting the fey wild, born of decaying tree and poisonous bog this creature has had Tiamat’s influence breathed into it.  In the Northern part of the Feywild in the marshy woods this creature lays dormant gaining its life and power.  However, a forest controlled by a rot dragon is easy to spot. A perpetual poisonous bog blights the land and airin the air in a rot dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.

At the center of its forest bog, a rot dragon disguised as a twisted and gnarled tree void of life, making it difficult to spot amongst others it imitates.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

Regional Effects

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

  • Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
    Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
  • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
  • Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

Monster Tags: abberation

Habitat: ForestSwamp

NikScott27

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