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Dragon of the Past
HUGE DRAGON

A dragon’s attachment to a hoard can be strong enough to bind the dragon’s spirit to existence after death. Such a ghost dragon haunts the hoard, often forming an attachment to a single priceless object that becomes the focus of the ghost dragon’s Undead existence.   A ghost dragon is a translucent and incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breath’s shadowy mist can induce waking nightmares.

Armor Class: 10

Initiative: +0 (10)

Hit Points: 500

Speed: 40 ft, 80 ft Flyspeed

Challenge: 16 (XP 18000; PB +6)
    MOD SAVE
STR 20 +5 +5
DEX 10 +0 +0
CON 25 +7 +13
    MOD SAVE
INT 16 +3 +3
WIS 15 +2 +8
CHA 19 +4 +4

Skills: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24

Resistances: Bludgeoning, Piercing, Slashing

Immunities: Acid, Cold, Necrotic, Poison, Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24

Languages: Common, Draconic


Traits

Incorporeal Movement. The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 1d10 Force damage if it ends its turn inside an object.   Legendary Resistance (3/Day). If the ghost dragon fails a saving throw, it can choose to succeed instead.   Unusual Nature. The ghost dragon doesn’t require air, food, drink, or sleep.


Actions

Multiattack. The ghost dragon makes one Bite attack and two Claw attacks.   Bite. Melee Weapon Attack: 1d20+11 to hit, reach 10 ft., one target. Hit: 8d8+8 cold damage, and the target’s speed is halved until the start of the dragon’s next turn.   Claw. Melee Weapon Attack: 1d20+11 to hit, reach 5 ft., one target. Hit: 3d8+8 necrotic damage.   Terrifying Breath (Recharge 6). The ghost dragon exhales shadowy mist in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, the creature takes 9d8 cold damage and is frightened of the ghost dragon for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened.   While frightened of the ghost dragon, a creature is paralyzed. The frightened 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 this ghost dragon’s Terrifying Breath for the next 24 hours.


Legendary Actions

Legendary Actions (2/Round)
Frightening Gaze. A creature within 90 ft. makes a Constitution Saving Throw DC21 or be Paralyzed and Frightened of the Ghost Dragon.

Claw. Melee Weapon Attack: 1d20+11 to hit, reach 5 ft., one target. Hit: 3d8+8 necrotic damage.


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