Crypt Dragon, Adult

Family: Dragons

Huge dragon, neutral

Armor Class 19 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 5 (-3) 15 (+2) 19 (+4)

Saving Throws Dex +5, Con +11, Wis +7, Cha +9
Skills Insight +7, Perception +7, Stealth +10
Damage Resistances necrotic
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poison, paralysis
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Giant (cannot speak)
Challenge 15 (13,000 XP)

SPECIAL TRAITS

  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Traumatic Brain Injury. The dragon’s Intelligence has been reduced to 5 as a result of brain damage, and it has lost its languages and spells.
  • Grave Endurance. The dragon has advantage on saving throws against being charmed, and magic can’t put the dragon to sleep. It is also immune any type of disease.
  • Inexorable Attacks. The dragon’s attacks are considered magical and can hit creatures on the Ethereal Plane.
  • Ethereal Sight. The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
  • Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., 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.
  • Decaying Breath (Recharge 5-6). The dragon exhales shadow in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies. This attack is considered radiant damage when used against undead creatures.

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.
  • Sepulchral Crush (Costs 2 Actions). The dragon uses its body to entomb a foe. Each creature within 10 feet of the dragon must succeed on a DC 20 Constitution saving throw or take 14 (2d6 + 7) bludgeoning damage and be forced prone. If the save failed by 5 or more the target is paralysed. A parlayed target may repeat the saving throw at the end of its turn but if it fails by 5 or more again it is petrified.
Section 15: Copyright Notice

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