Adult Wind Dragon
Huge Dragon Chaotic Neutral
- Armor Class: 17 (natural armor)
- Hit Points: 187 (15d12 + 90)
- Speed: walk 90 ft. fly 30 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: Tome of Beasts 2023, page 134
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
16 (+3) |
22 (+6) |
16 (+3) |
15 (+2) |
18 (+4) |
- Saving Throws: Dex +8, Con +11, Wis +7, Cha +9
- Skills: Acrobatics +13, Intimidation +9, Perception +12, Stealth +8
- Damage Vulnerabilities: False
- Damage Immunities: lightning
- Damage Resistances: cold
- Condition Immunities: False
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages: Common, Draconic, Primordial
Special Abilities
- Freedom of Movement: The dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
- Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.
- Storm Sight: The dragon can see through areas obscured by fog, mist, clouds, or precipitation.
- Whirling Winds: Gale force winds rage around the dragon's body. Ranged weapon attack rolls against the dragon have disadvantage.
Actions
- Multiattack: The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks.
- Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
- Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
- Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.
- Tempest Breath (Recharge 5-6): The dragon exhales a blast of stormy wind in a 60-foot cone. Each creature in that area must make a DC 19 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage and 27 (6d8) lightning damage and is pushed up to 30 feet away from the dragon and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 75 percent chance of being extinguished.
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.
Legendary Actions
- 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 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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