|Huge Dragon, lawful neutral|
Armor Class 19 (natural armor)
Hit Points 175 (14d12 + 84)
Speed 40 ft., burrow 40 ft., fly 80 ft.
|21 (+5)||18 (+4)||23 (+6)||11 (+0)||18 (+4)||17 (+3)|
Saving Throws Agi +10, End, +12, Wil +10, Per +9
Skills Perception +16, Stealth +10
Damage Immunities lightning
Senses darkvision 120 ft., passive Perception 26
Languages Dovahzul, Tamrielic
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage, plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail Whip. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) slashing 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 Willpower 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.
Dragon Shouts (Recharge 5-6). The dragon uses one of the following dragon shouts:
Storm Breath (Strun Qo Kun). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Agility saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.Unrelenting Force (Fus Ro Dah). The dragon exhales a blast of force in a 60-foot cone. Each creature in that cone must make a DC 20 Strength saving throw. On a failed save, a creature takes 35 (10d6) force damage, is knocked back 20 feet and falls prone. On a successful save, the creature takes takes half as much damage and isn’t knocked back.
Detect. The dragon makes a Willpower (Perception) check.
Tail Attack. The dragon makes a tail whip attack.Wing Thrash (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Agility saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed.
Found In: Enemies of Elsweyr
Storm dragons are the most fearsome of the dragons that connect with specific elements. They are covered in thick black scales, although they could be considered dark grey. Their heads feature prominent downward curving horns and orange-gold eyes with dark slitted pupils. They have tails that are covered in spikes at the end, which creates a particularly deadly weapon. Unlike other dragons, storm dragons are predominantly nocturnal. They take shelter during the day, and prefer to hunt upon sunset. Stealthily hunting their prey, these dragons favor to ambush their targets, surprising them and keeping any possible resistance to a minimum. They make quick work of their victims, using a combination of tail swipes, wing buffets, shouts, and claws on those it attacks, preferring the snatch-and-grab tactic against animals. After subduing their prey, they return to their lairs with the captured quarry. Storm dragons are known for their ability to conjure powerful storms, call lightning, and summon storm atronachs and wyrms to fight their enemies, garnering the name of Storm Dragon.
A Storm Dragon's Lair
Storm dragons prefer shelter over open lands, creating lairs in mountainous caverns, abandoned ruins, and burrowing beneath the land itself. Dark, raging storms typically fill the skies near a storm dragon’s lair, creating the sunless atmosphere these creatures crave.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
- A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must succeed on a DC 15 Endurance saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
- Lightning strikes, either arcing from between solid surfaces with the storm dragons lair, or from the storm raging outside. A 5-foot wide line strikes a solid surface that the dragon can see within 120 feet of it. Each creature in that line must succeed on a DC 15 Agility saving throw or take 10 (3d6) lightning damage.
The region containing a storm dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Thunderstorms rage within 6 miles of the lair.
- Small, swirling dust devils scour the land within 1 mile of the dragon’s lair, forming rifts to the daedric plane of Levinance, allowing creatures of elemental winds, such as storm atronachs and storm wyrms, into the world to dwell nearby.
- Whenever a creature with an Intelligence of 3 or higher is touched by the rain created by a thunderstorm conjured by the dragon, the dragon becomes instantly aware of the creature’s presence and location.
If the dragon dies, its connection to rain end immediately. The thunderstorms and portals fade after 1d10 days.