THE SHARED REFERENCE Adventurer

Monster

Ancient Deep Dragon

Outside your table’s allowed sources

Official reference · FRAiF · 2014

Creature type
Dragon
Size
Gargantuan
Armor class
20
Hit points
247 (15d20 + 90)
Speed
Walk 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
Challenge rating
18
Alignment
Neutral Evil
Strength
23
Dexterity
16
Constitution
22
Intelligence
19
Wisdom
18
Charisma
21
Passive Perception
26
Initiative
+15
Saving Throws
dex: +9; wis: +10
Skills
perception: +16; stealth: +15
Senses
Blindsight 60 ft., Darkvision 300 ft.
Languages
Common, Draconic, Undercommon
Resistances
poison, psychic
Condition Immunities
charmed, frightened, poisoned

Traits

Legendary Resistance (4/Day, or 5/Day in Lair)

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

The dragon makes three Rend attacks.

Rend

Melee Attack: +12, reach 15 ft. Hit: 17 (2d10 + 6) Slashing damage plus 5 (1d10) Poison damage.

Nightmare Breath (Recharge 5–6)

Wisdom Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 44 (8d10) Psychic damage, and the target has the Frightened condition until the end of the dragon's next turn. Success: Half damage only.

Bonus actions

Shape-Shift

The dragon shape-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Legendary action uses: 3 (4 in its lair). The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Pounce

The dragon moves up to half its Speed, and it makes one Rend attack.

Spore Salvo

Constitution Saving Throw: DC 20, one creature within 30 feet of the dragon that it can see. Failure: 16 (3d10) Poison damage, and the target has the Poisoned condition. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Success or Failure: The dragon can't take this action again until the start of its next turn.

Regional effects

The region containing an adult or ancient deep dragon's lair is changed by its presence, creating the following effects:

  • Preservation of Knowledge: Books and other written forms of communication with 1 mile of the lair become magically protected and can't be damaged by nonmagical means.
  • Restless Sleep: When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn't reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
  • Verdant Growth: Vegetation and fungi within 1 mile of the dragon's lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that eats this enhanced vegetation.

If the dragon dies or moves its lair elsewhere, these effects end immediately.

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