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 |
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.
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 (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.