Huge dragon (gem), Chaotic Neutral
| Armor Class | 18 (natural armor) |
|---|---|
| Hit Points | 210 (20d12 + 80) |
| Speed | 40 ft., fly 80 ft., swim 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 12 (+1) | 19 (+4) | 18 (+4) | 17 (+3) | 18 (+4) |
| Saving Throws | Cha +9, Con +9, Dex +6, Wis +8 |
|---|---|
| Skills | Intimidation +14, Perception +13, Stealth +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; necrotic |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 60 ft., darkvision 120 ft., passive Perception 23 |
| Languages | Common, Draconic, telepathy 120 ft. |
| Challenge | 13 |
The dragon can breathe both air and water.
The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon makes one Bite attack and two Claw attacks.
Melee Attack Roll: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) necrotic damage.
Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
The dragon exhales yellowish necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.
The dragon makes one Claw attack.
The dragon uses Psychic Step or Spellcasting.
The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 28 (8d6) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust.
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
1 each/day: bane, control water, create or destroy water