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Ancient Fey Dragon CR: 18

Huge dragon (fey), neutral good
Armor Class: 22
Hit Points: 411 (33d12 + 198)
Speed: 50 ft , fly: 80 ft

STR

24 +7

DEX

15 +2

CON

23 +6

INT

18 +4

WIS

22 +6

CHA

18 +4

Saving Throws: Dex +8, Wis +12, Cha +10
Skills: Medicine +18, Nature +11, Perception +18, Persuasion +16, Survival +18
Damage Immunities: psychic
Condition Immunities: charmed, frightened
Senses: darkvision 120 ft., passive Perception 28
Languages: Common, Draconic, Sylvan
Challenge Rating: 18
Proficiency Bonus: +5

Careful Step. The dragon ignores difficult terrain. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.   Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.   Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Actions

Multiattack. The dragon can use its Awesome Presence. It then makes three attacks: one with its bite and two with its claws or the dragon then makes three attacks: one with its bite, one with its claw and one with its tail.   Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) psychic damage.   Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) slashing damage.   Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.   Awesome 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 19 Wisdom saving throw or become charmed by the dragon 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 Awesome Presence for the next 24 hours .   Forceful Pulse (Recharge 5-6). The dragon emits a pulse of magical energy in an 80-foot sphere surrounding it. Each creature in that area must make a DC 21 Constitution saving throw, taking 49 (14d6) force damage on a failed save, or half as much damage on a successful one. Creatures that failed the saving throw are also pushed back 15 feet and are knocked prone.

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. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Created by

[email protected].

Statblock Type

Monster

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