Lhammaruntosz

Huge dragon, Lawful Good

Armor Class

19 (natural armor)

Hit Points

212 (17d12+102)

Speed

walk 40 ft., fly 80 ft., swim 40 ft.

Saves

Dex +5, Con +11, Wis +7, Cha +9

Skills

Insight +7, Perception +12, Stealth +5

Damage Immunities

lightning

Senses

blindsight 60 ft., darkvision 120 ft.

Languages

Common, Draconic

Challenge

16

Amphibious

Lhammaruntosz can breathe air and water.

Legendary Resistance (3/Day)

If Lhammaruntosz fails a saving throw, she can choose to succeed instead.

Regeneration

Lhammaruntosz regains 5 hit points at the start of her turn.

Innate Spellcasting

Lhammaruntosz's spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: • 1/Day each: create food and water, detect thoughts, fog cloud, speak with animals

Spellcasting

Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17; +9 to hit with spell attacks). She has the following sorcerer spells prepared: • Cantrips (at will): light, mage hand, mending • 1st level (4 slots): charm person, detect magic, expeditious retreat, sleep • 2nd level (3 slots): darkness, invisibility, suggestion • 3rd level (3 slots): dispel magic, protection from energy • 4th level (2 slots): dimension door, stoneskin

Actions

Multiattack

Lhammaruntosz can use her Frightful Presence. She then makes three attacks: one with her bite and two with her 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 Lhammaruntosz's choice that is within 120 feet of her and aware of her 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 Lhammaruntosz's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6)

Lhammaruntosz uses one of the following breath weapons.

Lightning Breath

Lhammaruntosz exhales lightning 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) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath

Lhammaruntosz exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Change Shape

Lhammaruntosz magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice). In a new form, Lhammaruntosz retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary actions

Legendary Actions (3/Turn)

Lhammaruntosz can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lhammaruntosz regains spent legendary actions at the start of its turn.

Detect

Lhammaruntosz makes a Wisdom (Perception) check.

Tail Attack

Lhammaruntosz makes a tail attack.

Wing Attack (Costs 2 Actions)

Lhammaruntosz beats its wings. Each creature within 10 feet of Lhammaruntosz must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Lhammaruntosz can then fly up to half her flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.

Regional Effects

The region containing a legendary bronze dragon's lair is warped by the dragon's magic. • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues. • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.