Neural Network Monster A Day 39 - Death Seep Dragon

by stuntmantan

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Death Seep Dragon

Fully embraced by magic most foul, a death seeper is a dragon that spreads blight and disease everywhere it goes. Though they may lack the fearsome breath of their cousins, instead they have a wicked tail as their main armament. Longer than the rest of its entire body, the tail harbors a deadly enchantment that poisons fields and turns forests into wastelands. It is unknown whether this is in service to some dark god that seeks to corrupt to all the green places of the world, or whether the dragon itself simply takes pleasure in the destruction it brings. In either case, these dragons are the sworn enemies of many elves and other protectors of nature, any of which would relish the chance to remove such a forsaken beast from our world.

















Death Seep Dragon

Gargantuan dragon, chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 407 (22d20 + 176)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 8 (-1) 26 (+8) 18 (+4) 15 (+2) 17 (+3)

  • Saving Throws Str +16, Con +15, Wis +9, Cha +10
  • Skills Athletics +16, Perception +16
  • Damage Immunities necrotic
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge 24 (62,000 XP)

Choking Stench. Any creature other than a death seep dragon that starts its turn within 30 feet of the dragon must succeed on a DC 23 Constitution saving throw or become poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful saving throw, the creature is immune to the stench of all death seep dragons for 24 hours.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 9 (2d8) necrotic 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.

Foul the Earth (Recharge 5–6). The dragon lashes its tail at a point within 30 feet. All natural terrain within 30 feet of that point is fouled and unable to sustain plant life until the area is targeted by a greater restoration spell or similar magic. The area becomes difficult terrain, and all creatures that start their turn there must make a DC 23 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 

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