# 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 creature’s 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.