Chardalyn Dragon

Huge construct, Chaotic Evil

Armor Class

17 (natural armor)

Hit Points

147 (14d12+56)

Speed

walk 30 ft., fly 90 ft.

Saves

Str +11, Con +8

Damage Resistances

radiant; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

cold, poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Languages

the languages known by its creator

Challenge

11

Immutable Form

The dragon is immune to any spell or effect that would alter its form.

Magic Resistance

The dragon has advantage on saving throws against spells and other magical effects.

Siege Monster

The dragon deals double damage to objects and structures.

Unusual Nature

The dragon doesn't require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest.

Actions

Multiattack

The dragon uses its Malevolent Presence. It then makes three attacks: two with its claws and one with its tail. If the dragon isn't flying, it can also make one attack with its wings.

Claw

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.

Wings

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d4 + 7) bludgeoning damage.

Malevolent Presence

Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it 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 Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn't choose a target, the charmed creature can act normally on its turn.

Radiant Breath (Recharge 5-6)

The dragon exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one.