Adult Dungeon Dragon

Huge dragon, neutral

Armor Class

18 (natural armor)

Hit Points

364 (27d12 + 189)

Speed

40 ft., fly 80 ft.

STR

27 (+8)

DEX

10 (+0)

CON

25 (+7)

INT

16 (+3)

WIS

17 (+3)

CHA

21 (+5)

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 23

Saving Throws

Dex +5, Con +12, Wis +8, Cha +10

Skills

Arcana +8, History +8, Insight +8, Investigation +13, Perception +13, Survival +8

Languages

all

Challenge

16 (15,000 XP)

Special Equipment. The dragon is attuned to a crystal ball, which is hidden somewhere within its labyrinthine lair. If a dungeon dragon loses its crystal ball, it can create a new one over the course of 10 days.

Innate Spellcasting. The dungeon dragon’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components.

  • At will: alarm, arcane lock, detect magic, detect thoughts, find traps, glyph of warding, identify, knock, scrying, stone shape, wall of stone

  • 3/day each: dispel magic, hallucinatory terrain, locate creature, locate object, project image

Labyrinthine Recall. The dungeon dragon can perfectly recall any path it has traveled.

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Trap Master. The dungeon dragon has advantage on saving throws against the effects of traps.

Actions

Multiattack. The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 18 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.

Confusion Breath (Recharge 5–6). The dragon exhales gas in a 60-foot cone that spreads around corners. Each creature in that area must succeed on a DC 20 Constitution saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to Dash in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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 (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

huge
dragon
cr16
tome-of-horrors