Huge dragon, Chaotic Good
| Armor Class | 18 (natural armor) |
|---|---|
| Hit Points | 172 (15d12 + 75) |
| Speed | 40 ft., burrow 40 ft., fly 80 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) |
| Saving Throws | Cha +8, Con +10, Dex +5, Wis +6 |
|---|---|
| Skills | History +7, Perception +11, Persuasion +8, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | fire |
| Condition Immunities | — |
| Senses | blindsight 60 ft., darkvision 120 ft., passive Perception 21 |
| Languages | Common, Draconic |
| Challenge | 13 |
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Attack Roll: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Attack Roll: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Attack Roll: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
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.
The dragon uses one of the following breath weapons.
Fire Breath The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
Huge dragon (metallic), Chaotic Good
| Armor Class | 18 |
|---|---|
| Hit Points | 172 (15d12 + 75) |
| Speed | 40 ft., burrow 30 ft., fly 80 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) |
| Saving Throws | Dex +5, Wis +6 |
|---|---|
| Skills | History +7, Perception +11, Persuasion +8, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | fire |
| Condition Immunities | — |
| Senses | Blindsight 60 ft., Darkvision 120 ft., passive Perception 21 |
| Languages | Common, Draconic |
| Challenge | 13 |
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.
dex DC 18, each creature in a 60-foot-long, 5-foot-wide Line [Area of Effect]. Failure: 45 (10d8) Fire damage. Success: Half damage.
con DC 18, each creature in a 60-foot Cone [Area of Effect]. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. 2 The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
The dragon uses Spellcasting to cast Scorching Ray.
The dragon moves up to half its Speed, and it makes one Rend attack.
dex DC 16, one creature the dragon can see within 120 feet. Failure: 27 (6d8) Fire damage, and the target's Speed is halved until the end of its next turn. Success or Failure: The dragon can't take this action again until the start of its next turn.
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals
1 each/day: Detect Thoughts, Control Weather