Nurvureem, The Dark Lady

(Princes of the Apocalypse)

Huge dragon, Chaotic Evil

Armor Class19 (natural armor)
Hit Points195 (17d12 + 85)
Speed40 ft., fly 80 ft., swim 40 ft.
STRDEXCONINTWISCHA
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
Saving ThrowsCha +8, Con +10, Dex +7, Wis +6
SkillsPerception +11, Stealth +7
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiesacid
Condition Immunities—
Sensesblindsight 60 ft., darkvision 120 ft., passive Perception 21
LanguagesCommon, Draconic
Challenge14

Traits

Amphibious.

Nurvureem can breathe air and water.

Legendary Resistance (3/Day).

If Nurvureem fails a saving throw, it can choose to succeed instead.

Actions

Multiattack.

Nurvureem can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite.

Melee Attack Roll: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw.

Melee Attack Roll: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail.

Melee Attack Roll: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence.

Each creature of Nurvureem's choice that is within 120 feet of Nurvureem 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 Nurvureem's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6).

Nurvureem exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect.

Nurvureem makes a Wisdom (Perception) check.

Tail Attack.

Nurvureem makes a tail attack.

Wing Attack (Costs 2 Actions).

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