Gargantuan Dragon (Titan), Unaligned
Armor Class 27 (natural armor)
Hit Points 750 (36d20 + 360)
Speed 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
17 (+3)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws INT +12, WIS +10, CHA +11
Damage Resistances All
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 120 ft., Darkvision 120 ft, Passive Perception 18
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. Bellyan can breathe air and water.

Legendary Resistance (4/Day). If Bellyan fails a saving throw, it can choose to succeed instead.

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

Reflective Carapace. Any time Bellyan is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Bellyan is unaffected. On a 5 and 6, Bellyan is unaffected, and the effect is reflected back at the caster as though it originated from Bellyan, turning the caster into the target.

Siege Monster. Bellyan deals double damage to objects and structures.

Actions

Multiattack. Bellyan can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Bellyan can't bite another target.

Claw. Melee Weapon Attack: +21 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Tail. Melee Weapon Attack: +21 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the Bellyan's choice within 120 feet of it and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Bellyan is within line of sight, 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 Bellyan's Frightful Presence for the next 24 hours.

Swallow. The Bellyan makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of Bellyan, and it takes 56 (16d6) acid damage at the start of each of Bellyan's turns.

If Bellyan takes 60 damage or more on a single turn from a creature inside it, Bellyan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Bellyan. If Bellyan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Primordial Breath (Recharge 5–6). Bellyan exhales her breath in a 140-foot line that is 18 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) elemental damage on a failed save, or half as much damage on a successful one.

Play a d6 to set the blow element
1- Fire
2- Lightning
3- Cold
4- Acid
5- Radiant
6- Necrotic

Change Shape. Bellyan magically polymorphous in a humanoid, usually wears red kimono and is always seen with her white fan that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Bellyan's choice).

In a new form, Bellyan retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Transformed:

Multiattack. Bellyan can makes three attacks: one with its claw, two with its fan or 1 hurricane

Fan. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 29 (6d8 + 10) slashing damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Hurricane. Bellyan creates a Hurricane with its fan, any creature within 50 feet of Bellyan must be succeeded in a DC 15 skill throw saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone.

 

Legendary Actions

Bellyan 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. Bellyan regains spent legendary actions at the start of its turn.

Attack. Bellyan makes one claw attack or tail attack.

Move. Bellyan moves up to half its speed.

Detect. Bellyan makes a Wisdom (Perception) check.

Chomp (Costs 2 Actions). Bellyan makes one bite attack or uses its Swallow.

Wing Attack (Costs 2 Actions). Bellyan beats its wings. Each creature within 15 feet of Bellyan must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Bellyan can then fly up to half its flying speed.

Description

Bellyan The Primary Dragon, its origin is not known so with its age;
The records show a conflict since the beginning of the records on it with Vokyon, which caused several major conflicts in the story's story.
She was responsible for the creation of Bestial Dragons and Crystal Dragons, who worship her as the Goddess of Life;
She lives in a great mountainous region in her temple, in which she stands out her great red pillars, a well ordered place with white walls and some symbols of a Dragon with 4 horns and 6 wings that is the symbol of Bellyan;
Bellyan is extremely calculating and serious, but always with an air of play and without seriousness, always seeking to entertain a little more his immortality, is always causing problems to his generals Raing and Livia. He likes to get ready and play with the head of uninformed adventurers, but he never kills them but he only has fun and then he releases them, in case they are great warrior tries to recruit them to face Vokyon, one last time.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Bellyan takes a lair action to cause one of the following effects; Bellyan can’t use the same effect two rounds in a row:

  • Bellyan glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature Bellyan can see within 120 feet of it must succeed on a DC 20 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region containing Bellyan’s lair is warped by the dragon’s magic, which creates the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of Bellyan’s lair, Bellyan can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with Bellyan upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of Bellyan’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near Bellyan or other non-evil creatures in the mist, warning such creatures of the danger.
  • All those who stay within 1 mile radius of Bellyan's lair do not age, as long as they are within range of the ray, as they leave they are again affected by time.

If Bellyan dies, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2019 12:11:47 AM
38
1
1
Coming Soon
8/1/2019 12:38:29 AM
33
1
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Coming Soon

Monster Tags: Titan

Habitat: Mountain

GarRao

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