Asian Dragon

Seen as the bringers of rain and seeing them is seen as a sign of good harvest. They're most often seen chasing their cosmic pearl across a stormy sky. Their pearl is flawless and where it comes from and how the dragon obtains it is subject to pure conjecture. Killing one of these dragons is thought to bring about 10 years of bad luck. The only manifestation of the ol' dragon hoard mentality they have is the ornate palaces they call their homes. These palaces are located high up, such as built into the side of a mountain or on top of a tower.

Asian Dragon Huge dragon, chaotic good Armor Class 17 (natural armor)

17 (natural armor) Hit Points 172 (15d12 + 75)

172 (15d12 + 75) Speed 30ft., fly 90 ft., swim 45ft. STR DEX CON INT WIS CHA 22 (+6) 17 (+3) 19 (+4) 15 (+2) 18 (+4) 15 (+2) Damage Resistances nonmagical bludgeoning, slashing, and piercing damage; cold, fire

nonmagical bludgeoning, slashing, and piercing damage; cold, fire Damage Immunities lightning

lightning Senses blindsight 60 ft., darkvision 180 ft., passive Perception 14

blindsight 60 ft., darkvision 180 ft., passive Perception 14 Languages Common, Draconic

Common, Draconic Challenge 13 (10,000 XP) Legendary Resistance (3/Day). If the asian dragon fails a saving throw, it can choose to succeed instead. Fear of Five Colors. If the asian dragon takes different types of in a single round, the dragon cannot take legendary actions until the end of its next turn.

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: +11 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. Claw. Melee Weapon Attack:+ 11 to hit, reach 5 ft., one target. Hit 14 (2d6 + 7) slashing damage plus 2 (1d4) fire damage. Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 16 (2d8 + 7) 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 17 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. Cosmic Pearl (Recharge 5-6) The dragon hurls a sphere of energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 66 (12d10) damage of one of the following types (dragon's choice): cold, fire, force, lightning, or thunder. On a successful save, a creature takes half as much damage. 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.

Claw Attack The dragon makes a claw attack.

Tail Attack. The dragon makes a tail attack.

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