My Documents
Support GM Binder!
Great Dragon Bestiary: Rekindled
\pagebreak ## Art Credits Desert Dragon by [88grzes](https://88grzes.deviantart.com/) Drakon by [Pascal Quidalt](https://www.artstation.com/pascalquidault) Mushussu by [FoolishLittleMortal](https://foolishlittlemortal.deviantart.com/) Jörmungandr by [Kamilla Shirinova](https://hgw27.artstation.com/) Lung Dragon by [Dongjun Lu](https://www.artstation.com/ludongjun) Cover Image by [Diego Rodriguez](https://www.artstation.com/dhtenshi) Joppa Dragon by [Adam Paquette](https://www.deviantart.com/adampaquette/) ### Authors Note This bestiary was made because I felt there was a distinct lack of unique dragons. It's been about a full year since the first release of this bestiary. It has gone through many changes and iterations since I first released it out into the wild and my skill has greatly improved as well in that time! Hopefully this is much better than the original!
1
Homebrew by Kovaud
\pagebreak # Lung Dragon They are known as the bringers of rain and seeing them is often seen as a sign of good harvest. They're most often spotted 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, or in the depths of the sea. ___ ___ > ## Lung Dragon >*Huge dragon, chaotic good* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 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 > - **Damage Immunities** lightning > - **Senses** blindsight 60 ft., darkvision 180 ft., passive Perception 14 > - **Languages** Common, Draconic > - **Challenge** 13 (10,000 XP) > ___ > ***Legendary Resistance (3/Day).*** If the lung dragon fails a saving throw, it can choose to succeed instead. > > ***Fear of Five Colors.*** If the lung dragon takes 5 different types of damage 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:* +10 to hit, reach 10ft., one target. *Hit* 18 (2d10 + 6) piercing damage plus 5 (1d10) lightning damage. > > ***Claw.*** *Melee Weapon Attack:*+ 110 to hit, reach 5 ft., one target. *Hit* 14 (2d6 + 6) slashing damage plus 2 (1d4) lightning damage. > > ***Tail.*** *Melee Weapon Attack:* +10 to hit, reach 15ft., one target. Hit: 16 (2d8 + 6) 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 16 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 16 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.
2
Homebrew by Kovaud
\pagebreak # Jörmungandr The World Serpent is one of the more legendary dragons. Jörmungandr is said to be so large that he circles the entire world. His scales are coated in poison and his breath is acid. His awakening is seen as one the signs of Ragnarok. ___ ___ > ## Jörmungandr >*Gargantuan Dragon, Neutral Evil* > ___ > - **Armor Class** 19 > - **Hit Points** 270 (20d20 + 140) > - **Speed** 40 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|13 (+1)|25 (+7)|22 (+6)|18 (+4)|20 (+5)| >___ > - **Damage Immunities** Acid; bludgeoning, piercing, and slashing from nonmagical attacks, poison. > - **Damage Resistances** cold > - **Condition Immunities** frightened, paralyzed, poisoned > - **Senses** truesight 60 ft., passive Perception 14 > - **Languages** Abyssal, Celestial, Infernal, and Primordial, telepathy 120 ft. > - **Challenge** 24 (62,000 XP) > ___ > ***Legendary Resistance.(3/day)*** If the dragon fails a saving throw, it can choose to succeed instead. > > ***Amphibious.*** Jörmungandr can breathe air and water. > > ***Freedom of Movement.*** Jörmungandr ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from non-magical restraints or being grappled. > > ***Siege Monster.*** Jörmungandr deals double damage to objects and structures. > > ***Poisonous Carapace.*** When a creature hits Jörmungandr with a nonmagical melee weapon attack, roll a d6. On a 6, the creature is poisoned for 1 minute. > > ### Actions > ***Multiattack.*** Jörmungandr makes one bite attack and two tail attacks. > > ***Bite.*** *Melee Weapon Attack.* +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. > > ***Tail.*** *Melee Weapon Attack.* +17 to hit, reach 30 ft., and one target. Hit: 20 (3d6 + 10) bludgeoning damage. > > ***Tsunami.*** Jörmungandr magically creates a wave of acidic seawater originating from it in a 5-foot line that is 30 feet wide. Each target must make a DC 21 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. > > ***Poison Breath (Recharge 5-6)*** Jörmungandr exhales poisonous gas in an 80-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 77 (10d6) poison damage on a failed save, or half as much damage on a successful one. > > ### Legendary Actions > > Jörmungandr 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. Jörmungandr regains spent legendary actions at the start of its turn. > > ***Detect.*** The dragon makes a Wisdom (Perception) check. > > ***Tail.*** Jörmungandr makes one tail attack. > > ***Tsunami.*** Jörmungandr uses Tsunami.
3
Homebrew by Kovaud
\pagebreak # Mushussu The Mushussu are loyal servants to kings and their empires. They are a one of the few breeds of dragon that serve mortals. They pull the chariots of royalty and are popularly depicted as mounts for the gods. ___ ___ > ## Mushussu >*Large dragon, lawful good* > ___ > - **Armor Class** 16 > - **Hit Points** 92 (8d10 + 48) > - **Speed** 45ft., fly 45 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|18 (+4)|22 (+6)|16 (+2)|13 (+2)|15 (+3)| >___ > - **Damage Resistances** radiant, fire, bludgeoning > - **Senses** Tremorsense 30ft., Darkvision 60ft., passive Perception 12 > - **Languages** Understands Common, Draconic but cannot speak it. > - **Challenge** 8 (3,900 XP) > >___ > > ***Magic Resistance.*** The mushussu has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The mushussu makes three attacks: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one target. Hit: 18 (2d10 + 5) piercing damage plus 5 (1d10) radiant damage. > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +8 to hit, reach 15ft., one target. Hit: 16 (2d8 + 5) bludgeoning damage. > > ***Royal Charge (Recharge 5-6)*** The mushussu moves up to 30 feet in a straight line and can move through the space of any creature smaller than Large. When it moves through a creature's space during this move, the creature must make a DC 18 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
4
Made with The Homebrewery
Homebrew by Kovaud
\pagebreak # Joppa A vicious beast of the sea. The Joppa dragon is a tusked behemoth that dwells in cold ocean waters. It terrorizes coastal settlements and will demand sacrifices if the villages wish to be spared their unholy wrath. After generations of clerics and paladins hunting them down, their numbers have dwindled and now they hold a grudge against anyone who serves the gods. ___ ___ > ## Joppa >*Huge Dragon, chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 214 (24d12 + 140) > - **Speed** swim 45ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|14 (+2)|24 (+7)|12 (+1)|10 (+0)|7 (-2)| >___ > - **Damage Resistances** cold, bludgeoning, piercing > - **Senses** tremorsense 30ft., darkvision 120ft., passive Perception 10 > - **Languages** Understands Draconic but cannot speak it. > - **Challenge** 20 (25,000 XP) > ___ > ***Legendary Resistance (1/day).*** If the dragon fails a saving throw, it can choose to succeed instead. > > ***Blood in the Water.*** Joppa has advantage on melee attack rolls against any creature that doesn't have all its hit points. > > ### Actions > ***Multiattack.*** It makes two attacks: one with its bite and one with its tail. > > ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10ft., one target. Hit: 18 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. > > ***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15ft., one target. Hit: 16 (2d8 + 5) bludgeoning damage. > > ***Torrent (Recharge 5-6)*** The dragon launches a jet of water from its mouth forcing all creatures in a 30-foot cone to make a Dexterity saving throw, (DC 18) taking 25 (5d10) cold damage on a failed save or half as much on a successful one.
5
Homebrew by Kovaud
\pagebreak # Drakon They are born from the scales shed by Jörmungandr. Cultists of The World Serpent take drakon and use them as guardians. Drakon are serpentine just like their progenitor. Usually taking on a green hue shortly after they are shed and change into a browner hue as they mature. ___ ___ > ## Drakon >*Large dragon, Unaligned* > ___ > - **Armor Class** 16 > - **Hit Points** 160 (15d10 + 85) > - **Speed** 45ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|15 (+2)|21 (+5)|6 (-2)|10 (+0)|9 (-1)| >___ > - **Damage Resistances** thunder, piercing, bludgeoning > - **Senses** Darkvision 60ft., passive Perception 10 > - **Languages** Understands Draconic cannot speak > - **Challenge** 13 (10,000 XP) > ___ > ***Legendary Resistance.(1/day)*** If the dragon fails a saving throw, it can choose to succeed instead. > > ***Bad Breath.*** Any creature other than the drakon within 5 feet of it must make a DC 15 Constitution saving throw or be poisoned for 1 minute. > > ### 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 10ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) acid 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 15ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. > > ***Frightful Presence*** Each creature of the dragon's choice that is within 60 feet of the dragon and aware of it must succeed on a DC 15 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. > > ***Poison Breath (Recharge 5-6)*** The colchis dragon exhales poisonous gas in an 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. > > ***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. > > ***Claw Attack.*** The dragon makes a claw attack.
6
Homebrew by Kovaud
\pagebreak ### Earth Dragon Born from the shifting sands of the desert. They are extremely attuned to the ways of the earth. They make lairs within sprawling stone structures they form from the earth. They lack an innate breath weapon and make up for it with their mastery of earth based magic.
___ ___ > ## Earth Dragon >*Huge dragon, lawful neutral* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** > - **Speed** 25ft., fly 35ft., burrowing 45ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|12 (+1)|26 (+8)|14 (+2)|18 (+4)|10 (+0)| >___ > - **Saving Throws** Str +12, Dex +6, Con +13, Wis +9 > - **Skills** Insight +9, Stealth +6, Perception +9 > - **Damage Resistances** Lightning > - **Damage Immunities** damage from nonmagical piercing and slashing weapons > - **Senses** Blindsight 30ft., Darkvision 45ft., Tremorsense 120ft., passive Perception > - **Languages** Common, Draconic, Primordial (Terran) > - **Challenge** 16 (15,000) > ___ > > **Hold Breath.** The earth dragon can hold its breath for up to 1 hour. > > **Spellcasting.** The earth dragon is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +9 to hit with spell attacks). The earth dragon has the following spells prepared: > > - Cantrips (at will): magic stone, mold earth > - 1st level (3 slots): earth tremor, thunderwave > - 2nd level (2 slots): earthbind, maximilian's earthen grasp > - 3rd level (2 slots): erupting earth, wall of sand > - 4th level (2 slots): hallucinatory terrain, stone shape > - 5th level (1 slot): wall of stone, transmute rock > > ### Actions > ***Multiattack.*** The earth dragon makes a bite attack and a claw attack. > > ***Bite.*** *Melee Weapon Attack:* +12 to hit, 5ft., one target. *Hit:* 16 (2d8 + 7) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +12 to hit, +5ft, one target. *Hit:* 14 (3d4 + 7) slashing damage.
7
Homebrew by Kovaud
\pagebreak # Dragon Golems Golems are normally created with great elemental powers. Usually the animating force for such golems are elementals from the Plane of Earth. These golems are instead animated by the spirit of a mighty dragon. ___ > ## Drakestone Golem >*Large construct, true neutral* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 69 (9d10 + 48) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|7 (-2)|18 (+4)|11 (0)|13 (+2)|8 (-1)| >___ > - **Damage Resistances** lightning, necrotic. > - **Saving Throws.** Con +8 > - **Senses** passive Perception 12 > - **Languages** Understands Draconic but cannot speak. > - **Challenge** 11 (7,200 XP) > ___ >***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > >***Statuesque Appearance.*** While the golem remains motionless it is indistinguishable from a draconic statue > >***Magic Resistance*** The golem has advantage on saving throws against Spells and other magical effects. > >***Magic Weapons.*** The golem's weapon attacks are magical. > > ### Actions > ***Multiattack.*** The golem makes two attacks: one with its bite and one with its tail. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one target. Hit: 18 (2d10 + 7) piercing damage. > >***Tail.*** *Melee Weapon Attack:* +8 to hit, reach 15ft., one target. Hit: 18 (3d8 + 7) piercing damage. > > ***Repulsion Breath. (Recharge 5-6)*** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
___ > ## Ironwyrm Golem >*Large construct, true neutral* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 79 (11d10 + 48) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|9 (-1)|18 (+4)|11 (0)|13 (+2)|8 (-1)| >___ > - **Damage Resistances** Fire, necrotic. > - **Saving Throws.** Str +8 > - **Senses** passive Perception 12 > - **Languages** Understands Draconic but cannot speak. > - **Challenge** 12 (8,400 XP) > ___ >***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > >***Magic Resistance*** The golem has advantage on saving throws against Spells and other magical effects. > >***Magic Weapons.*** The golem's weapon attacks are magical. > >***Immunity to Rust.*** The golem is immune to rust effects whether magical or not, such as that caused by a rust monster. > > ### Actions > ***Multiattack.*** The golem makes two attacks: one with its bite and one with its tail. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) fire damage. > >***Tail.*** *Melee Weapon Attack:* +8 to hit, reach 15ft., one target. Hit: 18 (3d8 + 7) piercing damage. > > ***Fire Breath. (Recharge 5-6)*** The golem exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (8d6) fire damage on a failed save, or half as much damage on a successful one.
8
Homebrew by Kovaud
\pagebreak ### Storm Dragon These are powerful creatures born from dragon eggs exposed to the elemental powers of the elemental plane of air. Known as the "Rulers of the Storm" they have dominion over the sky. This has often been disputed by blue dragons and bronze dragons, who both have some power over lightning. ___ > ## Storm Dragon >*Large dragon (elemental), chaotic neutral* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 240 (22d10 + 110) > - **Speed** 45ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|11 (+0)|20 (+5)|14 (+2)|13 (+1)|16 (+3)| >___ > - **Saving Throws.** Dex +4, Con +9, Cha +7 > - **Skills.** Perception +6, Arcana +6, Stealth +4 > - **Damage Immunites.** lightning > - **Damage Resistances.** cold > - **Senses** blindsight 60ft., darkvision 120ft., passive Perception 15 > - **Languages** Draconic, primordial > - **Challenge** 13 (10,000 XP) > ___ > > **Storm Conduit.** While a storm is active, all attacks made by the dragon deals an additional 1d10 lightning damage. > > > **Tempest Form.** The dragon can disguise itself as a storm. When it does so, it is indistinguishable from a regular storm. > > > ### Actions > ***Multiattack.*** The dragon makes 3 attacks: one with its bite and 2 with its claws. > > ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 5 (1d10) lightning damage. > > ***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. > > ***Lightning Bolt.*** *Ranged Weapon Attack:* +7 to hit, range 150/600ft., one target. *Hit:* 16 (3d8 + 3) lightning damage. > > ***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. \columnbreak ### Dragon Skull A reanimated skull commonly used as sentries by those that reanimated it. They hover along quietly along the halls of wherever they are commanded to guard. The most recent use of them was seen by the vampire Aulfrin, who employed them in his floating castle in Pioret. ___ > ## Dragon Skull >*Medium und(h)ead, chaotic evil* > ___ > - **Armor Class** 15 > - **Hit Points** (3d8+) > - **Speed** 0ft, fly 10ft (only hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|14 (+2)|8 (-1)|6 (-2)|6 (-2)| >___ > - **Saving Throws** Con +7 > - **Damage Resistances** fire, necrotic > - **Senses** darkvision 30ft., passive Perception 8 > - **Languages** Understand Draconic and Primordial but cannot speak. > - **Challenge** 1 (100 XP) > ___ > > ### Actions > ***Fireball.*** The dragon skull launches a fireball in a 5 by 30-foot line. Each creature in that line must make a DC 14 Dexterity saving throw, taking 6 (1d8+2) fire damage on a failed save, or half as much damage on a successful one. \pagebreak ### Juturu, The Great Dragon A massive dragon that is not born of this world. It came from a massive meteor that housed its egg. The meteor it arrived on caused the shattering of Kovaud. It is 40 feet tall and 90 feet long. Its back is covered in crystalline structures that it seems to store power in.
___ ___ > ## Juturu >*Gargantuan dragon (titan), neutral evil* > ___ > - **Armor Class** 20 > - **Hit Points** 697 (34d20+340) > - **Speed** 45ft., fly 100ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|10 (+0)|30 (+10)|17 (+3)|10 (+0)|19 (+4)| >___ > - **Saving Throws** Int +12, Wis+9, Cha +14 > - **Damage Vulnerabilities** weapons made from adamantite and thruumarium > - **Damage Immunities** fire, necrotic, bludgeoning, piercing, and slashing damage from nonmagical weapons > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 120ft., blindsight 60ft., passive Perception 10 > - **Languages** Draconic, Primordial > - **Challenge** 30 (155,000) > ___ > > **Legendary Resistance(3/day).** If Juturu fails a saving throw, it can choose to succeed instead. > > **Magic Resistance.** Juturu has advantage on saving throws against spells and other magical effects. > > **Siege Monster.** Juturu deals double damage to objects and structures. > > **Breathless.** Juturu doesn't need to breathe. > > ### Actions > ***Multiattack.*** Juturu can use its Frightful Presence. It then makes five attacks: three with its claws, and two with its tail. It can use its Breath of Starlight in place of both of its tail attacks, if it is available. > > ***Bite.*** *Melee Weapon Attack:* +19, reach 10ft., one target. *Hit* 29 (3d12+10) piercing damage > > ***Claw.*** *Melee Weapon Attack:* +19, reach 15ft., one target. *Hit* 23 (3d8+10) slashing damage > > ***Tail.*** *Melee Weapon Attack:* +19, reach 20ft., one target. *Hit* 20 (3d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. > > ***Frightful Presence.*** Each creature of Juturu's choice that is within 120 feet of Juturu and aware of it must succeed on a DC 21 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 Juturu's Frightful Presence for the next 24 hours. > > ***Breath of Starlight.*** Juturu exhales prismatic, starlight in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 90 (20d8) radiant damage on a failed save, or half as much damage on a successful one. > > ### Legendary Actions > >Juturu 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. Juturu regains spent legendary actions at the start of their turn. > > **Detect.** Juturu makes a wisdom (Perception) check. > > **Attack.** Juturu makes one claw attack or tail attack. > > **Move.** Juturu moves up to half its speed. > > **Wing Attack.** Juturu beats its wings. Each creature within 15 feet of Juturu must succeed on a DC 21 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Juturu can then fly up to half its flying speed.