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2025-06-07 07:58:30 -05:00
# Adult Wind Dragon
*Huge* *Dragon* *Chaotic Neutral*
- **Armor Class:** 17 (natural armor)
- **Hit Points:** 187 (15d12 + 90)
- **Speed:** walk 90 ft. fly 30 ft.
- **Challenge Rating:** 16 (15,000 XP)
- **Source:** Tome of Beasts 2023, page 134
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 24 (+7) | 16 (+3) | 22 (+6) | 16 (+3) | 15 (+2) | 18 (+4) |
- **Saving Throws**: Dex +8, Con +11, Wis +7, Cha +9
- **Skills:** Acrobatics +13, Intimidation +9, Perception +12, Stealth +8
- **Damage Vulnerabilities:** False
- **Damage Immunities:** lightning
- **Damage Resistances:** cold
- **Condition Immunities:** False
- **Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 22
- **Languages:** Common, Draconic, Primordial
### Special Abilities
- **Freedom of Movement:** The dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
- **Legendary Resistance (3/Day):** If the dragon fails a saving throw, it can choose to succeed instead.
- **Storm Sight:** The dragon can see through areas obscured by fog, mist, clouds, or precipitation.
- **Whirling Winds:** Gale force winds rage around the dragon's body. Ranged weapon attack rolls against the dragon have disadvantage.
### Actions
- **Multiattack:** The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks.
- **Bite:** Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
- **Claw:** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
- **Tail:** Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.
- **Tempest Breath (Recharge 5-6):** The dragon exhales a blast of stormy wind in a 60-foot cone. Each creature in that area must make a DC 19 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage and 27 (6d8) lightning damage and is pushed up to 30 feet away from the dragon and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 75 percent chance of being extinguished.
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 creatures turn. The dragon regains spent legendary actions at the start of its turn.
### Legendary Actions
- **Detect:** The dragon makes a Wisdom (Perception) check.
- **Tail Attack:** The dragon makes a Tail attack.
- **Wing Attack (Costs 2 Actions):** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 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.