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Dragon D. Nutz in Dungeons & Dragons 5e

Dragon D. Nutz CR: 30

Medium human, dragon, avatar, chaotic evil
Armor Class: 23
Hit Points: 1,500
Speed: 40 ft , fly: 80 ft , burrow: 0 ft , swim: 0 ft , climb: 40 ft , can hover

STR

27 +8

DEX

10 +0

CON

25 +7

INT

16 +3

WIS

13 +1

CHA

21 +5

Senses:

Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23

Languages: Common, English, Candorian, Draconic
Challenge Rating: 30
Proficiency Bonus: +9

1/day:

Megaflare. Ultimate ability. Dragon flies high in the air and channels for 6 seconds. During this phase he absorbs any spells that are cast on him up to the 6th level. Megaflare targets each creature with a spread marker. After six seconds these markers explode to deal 8d8 fire damage in radius of 15 feet. This process repeats for each spell absorbed during the channelling process.

When Megaflare resolves, it absorbs all light and sounds for 6 seconds - creatures without magical sight cannot see the battlefield until the first set of marks detonate.

3/day:

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

Actions

Multiattack. Make 3 attacks each turn.

Attack. An attack with a weapon. +14 to hit. One target. 6d4

Dragonbolt. A magical strike using the chaotic magic betowed by Tiamat. Targets any unit within 60 feet. DC21 Dexterity saving throw. Deals 2d8+8 1d10 for damage type: 1. Acid, 2. Cold, 3. Fire, 4. Force, 5. Lightning, 6. Necrotic, 7. Poison, 8. Psychic, 9. Radiant, 10. Thunder

Reactions

Reacts when a spell is cast within 100 feet.

Silumgar's Scorn (3/day). Counter target spell. If a dragon creature is present, the spell slot is expended.

Deflecting Swat (2/Day). You may choose new targets for target spell or ability.

Legendary Actions

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. Dragon regains spent legendary actions at the start of its turn.

Wind Pressure (Costs 2 Actions). Each creature within 10 feet of the caster must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone.

Corrupting Roar. Each creature within 20 feet of the caster must succeed on a DC 16 Charisma saving throw or gain 1 stack of Draconic Corruption. Creatures with 3 stacks of Draconic Corruption cannot deal critical damage.

Riposte. Make one attack against a creature within 10 feet that dealt damage to the caster this turn.


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