Ampersand Dragon

Huge dragon, lawful neutral

Armor Class 20 (natural armour)

20 (natural armour) Hit Points 261 (18d12 + 144)

261 (18d12 + 144) Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA 23 (+6) 19 (+4) 26 (+8) 18 (+4) 14 (+2) 20 (+5)

Saving Throws. Dex +10, Con +14, Wis +8, Cha +11

Dex +10, Con +14, Wis +8, Cha +11 Skills Perception +14, Performance +11, Stealth +10

Perception +14, Performance +11, Stealth +10 Damage Immunities fire

fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24

blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Common, Draconic

Common, Draconic Challenge 19 (22,000 XP)

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, one to constrict and one with its tail.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.

Constrict. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained. If the dragon is grappling a Huge creature or two Large or smaller creatures, it can't constrict another target.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning 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 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 or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 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.

Swift Escape (Costs 2 Actions). The dragon whips at nearby creatures with its body. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. This movement doesn't provoke opportunity attacks from creatures which failed their saving throw.