Flygon (5e Creature)

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Medium dragon, any alignment

Armor Class 15 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft., fly 60 ft.

18 (+4) 13 (+1) 16 (+3) 12 (+1) 15 (+2) 12 (+1)

Senses blindsight 60 ft., passive Perception 12
Languages Terran, Understands Common but doesn't speak it
Challenge 6 (2,300 XP)

Arena Trap. While the flygon is on the ground, The ground in a 10-foot radius around it is difficult terrain. Each creature besides the flygon that starts its turn in that area must succeed on a DC 13 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Ultrasound Vibration. If a creature starts its turn within 60 feet of the flygon and is concentrating on a spell, the creature must succeed on a DC 13 Constitution saving throw or lose concentration.

Sand Veil. The flygon is unaffected by its own sandstorm, and it can select up to 10 creatures that are similarly unaffected. In addition, while its Sandstorm is active, attack rolls against it have disadvantage.


Sand Tomb. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be restrained for 1 minute. While restrained in this way, a creature takes 4 (1d8) bludgeoning damage at the start of each of its turns, and at the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

Boomburst. The flygon releases a sonic pulse. All creatures within 30 feet of it must make a DC 14 Constitution saving throw. On a failed save, the target takes 35 (10d6) thunder damage, and it is stunned until the end of its next turn. On a successful save, the target takes half as much damage and is not stunned.

Sandstorm (1/day). The flygon creates a 30-foot radius sandstorm around it that lasts for 1 minute. The sandstorm is centered on the flygon and moves with it. The sandstorm blocks line of sight but not movement. A creature is blinded while in the sandstorm's space and must spend 3 feet of movement for every 1 foot it moves there. Whenever a creature starts its turn within the sandstorm, it must make a DC 14 Strength saving throw or take 9 (2d8) bludgeoning damage and be pushed 10 feet away from the center of the sandstorm.

The sandstorm keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't enter the sandstorm. Loose, lightweight materials brought into the sandstorm fly upward. Arrows, bolts, and other ordinary projectiles launched at targets within the sandstorm are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't enter it.

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