Young Dusk Dragon (5e Creature)

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Young Dusk Dragon[edit]

Large dragon, chaotic evil


Armor Class 18 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 40 ft., fly 80 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 12 (+1) 12 (+1) 18 (+4)

Saving Throws Str +9, Dex +5, Wis +5, Cha +8
Skills Deception +8, Intimidation +8, Perception +5, Stealth +5
Damage Vulnerabilities radiant
Damage Immunities necrotic
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
Languages Abyssal, Common, Draconic
Challenge 9 (5,000 XP)


ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) necrotic damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Expiration. The dragon releases a wave of death in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 49 (11d8) necrotic damage and is frightened until the end of its next turn. On a successful save, a creature takes half as much damage and is not frightened. A humanoid reduced to 0 hit points by this damage dies and rises as a zombie under the dragon's control. The zombie acts immediately after the dragon in the initiative count.
Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.




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