Large Dragon, Neutral Evil
Challenge Level: Lol, what is challenge level anyway?
Speed. 40 ft., fly 80 ft., swim 40 ft.
Armor Class. 18 (Natural Armor)
Hit Points. 227 (20d12 +90), Add 5d12 HP per additional player
over 4 players.
Str
22 (+6)
Dex
20 (+5)
Con
20 (+5)
Int
14 (+2)
Wis
17 (+3)
Cha
12 (+1)
Actions
Multiattack. The dragon can use it’s frightful presence, then
Make it’s three attacks: one with it’s bite, two with it’s claws.
Enemies hit by Nightshade’s melee attacks are covered in a thick
slime, If they take damage from the dragon’s breath attack or
Cloak of Flames while covered in this slime they take an
additional 1d6 fire damage per stack of slime, stacking up
to 3 times per enemy. After being hit by either special attack
and doing additional damage, the stacks fall off. A creature
may choose to use their action to wipe off their stacks of slime.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) piercing damage. Applies 1 stack of slime.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage. Applies 1 stack of Slime.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning 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. Napalm Breath (Recharge 5-6): The dragon exhales acid in a 60-foot line that is 15 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 8d8 acid damage and 8d8 fire damage on a failed save, or half as much damage on a successful one. Ignites stacks of slime on enemies. The attack causes the affected area to become impossible to see in due to large plumes of black smoke. Cloak of Flame (Recharge 6): For 1d4 rounds the dragon secrets acid similar to his breath weapon and it ignites into flames that cover it’s body. The heat and smoke around him give creatures disadvantage on melee attack rolls against him. Creatures that begin their turns within 10 ft of the dragon must make a DC 16 Dexterity saving throw or take 2d6 fire damage on a failed save or half as much on a successful one. Ignites stacks of slime on enemies.