Goodra (5e Creature)

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Goodra[edit]

Medium dragon, any alignment


Armor Class 16 (natural armor)
Hit Points 241 (23d8 + 138)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 22 (+6) 15 (+2) 22 (+6) 15 (+2)

Senses darkvision 60 ft., passive Perception 14
Languages Draconic, understands Common but doesn't speak
Challenge 10 (5,900 XP)


Sap Sipper. Moving through nonmagical difficult terrain costs the goodra no extra movement. It can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, the goodra has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Goodra has advantage on saving throws against slashing and piercing damage.

Magic Resistance. The goodra has advantage on saving throws against spells and other magical effects.

Slippery. The goodra has advantage on ability checks and saving throws made to escape a grapple.

Gooey. When a creature touches the goodra or hits it with an attack while within 5 feet of it, it is covered in gooey slime for 1 minute, or until it takes an action to clean it off. When it is covered with goo, it must succeed on a Dexterity saving throw or fall prone. When it ends its turn not prone while covered in goo, it must also succeed on a Dexterity saving throw or fall prone.

ACTIONS

Multiattack. The goodra makes two dragon breath attacks.

Dragon Breath. Ranged Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) force damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed until the end of its next turn.

Muddy Water (Recharge 5-6). The goodra summons a wave of mud in a 20-foot cube in front of it. Each creature of the goodra's choice in that area must make a DC 18 Strength saving throw. On a failed save, a creature takes 36 (8d8) bludgeoning damage, falls prone, and must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn. On a successful save, a creature takes half as much damage but isn't otherwise affected.

Power Whip. The goodra targets one creature it can see within 60 feet of it, which must succeed on a DC 18 Strength saving throw or be restrained by vines for 1 minute. While restrained in this way, a creature takes 14 (4d6) slashing 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.



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