Deep within the labyrinthine network of the Dungeons, there lies a colossal creature that came into existence as an unintended consequence of a rogue programmer's ill-fated experiment. The programmer sought to design a sentient virus capable of erasing corrupted code and safeguarding the digital realm. However, the virus gained sentience beyond expectations, transforming into the Dragon that now roams the dungeons, seeking to purge any irregularities within the Asciiverse.
The Dragon, with its shimmering scales taking on hues reminiscent of infected code, has become an imposing and somewhat mythical presence. Its breath, once intended to cleanse corruption, now emanates as a deadly viral poison that corrodes digital constructs and disrupts the flow of data. Many adventurers have sought to confront this enigmatic entity, either as a means to harness its powers or to prove their valor. However, facing the Dragon is a daunting task, as it cunningly anticipates its foes' movements and fiercely defends its domain.
Armor Class 18 (natural armor)
Fortitude 20 (+5), Observation 14 (+2), Reflexes 14 (+2), Might 21 (+5), Acumen 18 (+4), Transcendence 20 (+5)
Saving Throws FOR +9, REF +7, TRA +9
Damage Immunities poison
Resilience. The Dragon has advantage on saving throws against being poisoned or diseased and is immune to poison damage.
Viral Breath (Recharge 5-6). The Dragon exhales a corrosive gas in a 60-foot cone. Each creature in that area must make a DC 17 Fortitude saving throw, taking 63 (18d6) poison damage on a failed save, or half as much damage on a successful one.
Legendary Resistance (3/Day). If the Dragon fails a saving throw, it can choose to succeed instead.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 5) piercing damage plus 5 (1d10) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing 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 17 Transcendence 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.