Stat Block: The Dreaded Adult Neon Dragon

For Appreciate a Dragon Day we released the stats for the Adult Neon Dragon. Here’s a peak into the significance of neon in Total Party Guild.

On the continent of Orosa many creatures and plants have neon features and attributes. The harvest of such creatures and plants has become an industry upon itself. As a result, a couple of the more docile neon creatures have been hunted to the point of extinction. Some of the more delicate plants can only be found by soliciting artisans who have privately preserved the species. The gnomes of Banthum will pay a pretty penny for the neon sac of a Flumph. When mixed with certain, trade-secret, alchemical solutions, and then sealed in intricately designed glass tubes, the charged neon can last for centuries.

These crafted lights are used all over the city of Banthum, but become harder to find further away from the city. Occasionally there is an alchemist who is willing to make neon lights, but they are few and far between. The ingredients are hard to come by, and the neon guilds of Banthum may come knocking at the door of any unlicensed technicians.

One such neon creature is the dreaded Adult Neon Dragon, an ambush, Underdark hunter. It will fill your cavern with neon gas until you die from exhaustion and then take what it wants.
Adult Neon Dragon | Retrowave Monsters for d&d

Adult Neon Dragon

Huge Dragon, True Neutral

Armor Class: 20 (natural armor)

Hit Points: 290 (20d12 + 160)

Speed: 40 ft., climb 40 ft., fly 100 ft. (hover)

STR: 23 (+6) | DEX: 16 (+3) | CON: 25 (+8) | INT: 16 (+3) | WIS: 16 (+3) | CHA: 26 (+8)

Saving Throws: Dex +9, Con +14, Wis +9, Cha +14
Skills: Perception +15, Stealth +9
Damage Resistances: Fire, Lightning
Damage Immunities: Force
Condition Immunities: Restrained
Senses: blindsight 120ft., darkvision 240 ft., Passive Perception 25
Languages: Common, Draconic
Challenge: 18(20,000XP)

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

ACTIONS

Multiattack. The dragon can use its frightful presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 17 (2d10 +6) piercing damage plus 7 (2d6) lightning damage.
Claws. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 13 (2d6 +6) piercing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 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 of the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Neon Breath (Recharge 5-6). The dragon exhales highly concentrated neon gas in a 120-foot radius centered on itself. Each creature in that area must make a DC 19 Constitution saving throw or suffer a level of exhaustion. Any creature that starts its turn in the area must start holding its breath, per the suffocation rules PHB pg.183. The suffocation effect persists for one minute.

REACTIONS

Noble Charge. When the dragon reaches one half of its maximum Hit Points or lower, the dragon spends its reactions to illuminate, producing a sun-like glow and a deafening hum. The dragon gains the following abilities:

Deafening Hum. Concentration checks made within 60 ft. of the dragon are made at disadvantage

Plasma Aura. Any creature within 30 ft. of the dragon when it starts its turn takes 7 (2d6) Force Damage

The dragon’s Neon Breath ability is replaced by the following:

Charges Neon Breath (Recharge 5-6). The dragon exhales highly concentrated and charged neon gas in a 60 foot cone in front of itself. Targets must make a DC 21 Dexterity check or be blinded for 1 round and take 63 (18d6) lightning damage, Successful saves take half damage and are not blinded.

LEGENDARY ACTIONS

The Dragon can take 2 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 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ethereal Glide. The dragon can move up to its movement speed, ignoring opportunity attacks and unaffected by difficult terrain.

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