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MENACE MANUAL: SPINE DRAGON

One of the unique random encounters for Starfall.

SPINE DRAGON
Gargantuan Dragon, chaotic neutral

Armour Class 19 (natural armour)
Hit Points 310 (16d12+144)
Speed 30 ft., fly 60 ft.

STR 25 (+7)                DEX   10 (+0)                CON 18 (+4)
INT 10 (+0)                 WIS   8 (-1)                CHA 10 (+0)

Saving Throws Dex +5, Con + 11, Wis +7, Cha +9
Skills Perception + 12, Stealth +5
Damage Resistances cold, lightning and fire
Damage Immunities paralysis, sleep effects and sonic
Senses blindsight 60ft., darkvision 120ft., passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000)

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

Ray Deflection. A spine dragon’s scales deflect rays and magic missile spells, rendering the spine dragon immune to such effects.  There’s a 30% chance a deflected effect reflects back in full force at the caster; otherwise, it is simply negated.

Spines.  A spine dragon’s body is covered with long, crystalline spines. It can fire up these as part of an attack action.  A creature that attacks a spine dragon with a melee weapon, unarmed strike, or natural weapon must take disadvantage on the attack roll or take 19 (2d8+11) points of piercing damage from the spines per attack.
ACTIONS                                 
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.  It may also make a spine attack if available.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target.
Hit: 23 (3d10 + 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 15ft., one target.
Hit: 16 (2d8 + 7) bludgeoning damage.

Spines (Natural even roll). Ranged Weapon Attack: +5 to hit, range 100/200 ft., up to four targets.
Hit: 7 (1 d8 + 3) piercing 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.

Sonic Boom (Recharge 5-6). The dragon screeches in a concentrated sound-wave.  This boom is a a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw, taking 66 (12d10) thunder damage and the creature is permanently deafened on a failed save, or half as much damage on a successful one.  This thunder damage is particularly devastating to constructs—they have disadvantage to save against its effects, and if they fail the save, they are stunned for 1 minute as well.

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 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.

DESCRIPTION                                  
This dragon bears a forest of razor-sharp crystalline spines. Its wings are transparent and seem almost to be made of glass.

Posted in Dungeons & Dragons

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