Gargantuan Dragon, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 600 (30d20 + 270)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +9, CON +16, WIS +9, CHA +13
Skills Athletics +17, Perception +16
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. 

Bloody Rage. When Z'gorath is brought below half of his maximum hit points (below 300) he is enraged, while in this state (within the hit point threshold) his breath weapon recharges on a 4-6, he gains an additional legendary action per round, and he gains the Rend legendary action option. 

Orb of Dragonkind. Z'gorath possess a powerful artifact that grants him a few abilities. The Orb can be utilized once per day to gain control over a lesser dragon for a number of days equal to the difference in challenge rating between the two dragons. Additionally, the Orb has 20 charges that can be used to cast a number of spells listed below, the orb regains 2d8 +4 expended charges daily at dawn. 

  • Spells. While holding the orb Z'gorath can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus (+13 to hit, spell DC 21). : scrying (3 charges), fireball (2 charges), hold monster (3 charges), dispel magic (2 charges), cure wounds (5th-level version, 3 charges), ray of enfeeblement (1 charge), or wall of fire (2 charges).  
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 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 the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions (4 while in a bloody rage), 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.

Cast a spell (costs 2-3 Actions). The dragon uses some of the Orb's charges to cast a spell from its list, if the spell is 3rd level or lower it costs 2 legendary actions, otherwise it costs 3.

Tail Attack. The dragon makes a tail attack.

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

Rend (Requires Bloody Rage, Costs 2 Actions). The dragon makes 2 claw attacks simultaneously, if both attacks hit the target they must make a DC 25 Strength save or be thrown 30 feet directly away from Z'gorath, if the attack causes the target to collide with a surface they suffer 1d6 fall damage for every 10 feet thrown, landing prone on the surface.

Description

The son of Tartarus the Molten king, Z'gorath is a massive, and fearsome, ancient red dragon. He is quite different from your average red dragon, where much of his greed for wealth was is a need for vengeance against the wizards and people who slew his brethren in the great dragon wars. Now that Z'gorath has acquired one of the Dragonkind orbs that were used against the dragons, his plan of bending other dragons to his will can begin and he can one day rule over the people of Aslandium.

Lair and Lair Actions

Z'gorath's Lair

Z'gorath's lair is on the island of Baldour off the coast of Aslandium, just north from the town of Last Hearth. 

Z'gorath's lair is specifically within a large volcano at the center of the small island, there are pools of magma and geysers of volcanic gas all within the large obsidian chamber, that can be accessed by a large tunnel or the upper vent that continually spews out black smoke. 

Lair Actions

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

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its turn and take 14 (3d8) posion damage. While poisoned in this way, a creature is incapacitated.

Regional Effects

The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: HillMountain

goldengiant2

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