16 (natural armor)
33 (6d8 + 6)
walk 30 ft., fly 60 ft., swim 30 ft.
Dex +3, Con +3, Wis +3, Cha +4
Intimidation +6, Perception +5, Stealth +3
cold, necrotic
blindsight 10 ft., darkvision 120 ft.
Draconic
2
+2
The dragon can breathe both air and water.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) necrotic damage.
The dragon exhales yellowish necrotic energy in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 21 (6d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12): • 1/Day each: bane