Young Dungeon Dragon
Large dragon, neutral
Armor Class
16 (natural armor)
Hit Points
199 (19d10 + 95)
Speed
40 ft., fly 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
19 (+4)
Senses
blindsight 30 ft., darkvision 60 ft., passive Perception 21
Saving Throws
Dex +4, Con +9, Wis +7, Cha +8
Skills
Arcana +6, Nature +6, Investigation +10, Perception +11, Survival +7
Languages
all
Challenge
9 (5,000 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 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components.
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At will: alarm, arcane lock, detect magic, detect thoughts, find traps, glyph of warding, identify, knock
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3/day each: dispel magic, hallucinatory terrain, locate creature, locate object, scrying, stone shape
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1/day each: wall of stone
Labyrinthine Recall. The dungeon dragon can perfectly recall any path it has traveled.
Trap Master. The dungeon dragon has advantage on saving throws against the effects of traps.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Confusion Breath (Recharge 5–6). The dragon exhales gas in a 30-foot cone that spreads around corners. Each creature in that area must succeed on a DC 17 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.