Gargantuan Dragon, Lawful Good
Armor Class 22 (natural armor)
Hit Points 546 (24d20 + 252)
Speed 80 ft., Fly 180 ft., Swim 40 ft., Climb 60 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
28 (+9)
Saving Throws DEX +9, CON +16, WIS +10, CHA +16
Skills History +20, Insight +17, Nature +20, Perception +17, Persuasion +16, Religion +25, Stealth +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense, Truesight, Passive Perception 27
Languages Celestial, Common, Draconic, Dwarvish, Gnomish, Thieves' Cant
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious. Alkalyne can breathe air and water.

Legendary Resistance (3/Day). If Alkalyne fails a saving throw, he can choose to succeed instead.

 

Actions

Multiattack. Alkalyne can use its Frightful Presence. He then makes four attacks: one with his bite, two with its claws and one with his tail.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 3d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 3d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 3d8 + 9) bludgeoning damage.

Alkalyne's Gaze: One creature Alkalyne can see within 120 feet of him must succeed on a DC 22 Wisdom save or be feared for 1d10 rounds. Feared targets must use dash each turn before it can reroll for the save. If the creature succeeds its save it is immune to Alkalyne's gaze for 24 hours.

Breath Weapons (Recharge 1d6 rounds). Alkalyne uses one of the following breath weapons.

Radiant Breath. Alkalyne exhales a 10 foot wide beam of radiant energy extends 90 feet in a straight line. Each creature in that area must make a DC 24 Dexterity saving throw, taking (16d10) radiant damage on a failed save, or half as much damage on a successful one.

Fire Breath. Alkalyne exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking (16d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. Alkalyne exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Smite. Three times a day Alkalyne can channel his divine radiance into 3 beams. Each beam of divine radiance deals 8d10 radiant damage. Non evil aligned creatures must succeed DC 24 Dexterity save to take half damage. Evil aligned creatures take double damage. Beams must be cast within 60 feet of Alkalyne.

Change Shape. Alkalyne magically polymorphs into a gnome or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Alkalyne's choice).

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

Legendary Actions

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

Detect. Alkalyne makes a Wisdom Perception check with a 120 foot radius.

Tail Attack. Alkalyne makes a tail attack.

Hurricane Wings (Costs 2 Actions). Alkalyne can create a Hurricane force gust of wind with his wings. The affected area is 30 feet wide by 60 feet long. Anything caught in the area must make a DC 24 Dexterity save to get out of the area or DC 24 Strength save if holding onto a solid object. Failing saves take 2d6 bludgeoning damage for every 5 feet blown back to the end of the affected area. If the item or creature is blown into a solid object it takes an additional 6d6 crushing damage from the force of the impact. Alkalyne can then fly up to half his flying speed.

Lingering Dragon's Breath. (Cost 3 Actions). Alkalyne's chosen breath lingers for 1d6 rounds doing 9d10 radiant damage to any creature caught in it. DC 24 Dexterity saving throw for half damage.

Lair and Lair Actions

Alkalyne's Lair

Alkalyne's lair is the top of Mount Fegan located a few miles north of Johanus. His lair is above 18,000 ft surrounded by open faced granite stone. The opening is veiled by magic (DC 30 Arcana so find). The opening faces towards Johanus.

Lair Actions

On the initiative roll Alkalyne takes one of the following actions before start of the first round; Alkalyne takes a lair action to cause one of the following effects;

  • Alkalyne glimpses the future, so he has advantage on attack rolls, ability checks, and saving throws for 1d10 rounds.
  • Alkalyne's Gaze: One creature Alkalyne can see within 120 feet of it must succeed on a DC 18 Wisdom save or be feared for 1d10 rounds. Feared targets must use dash each turn before it can roll for save. Every 100 feet from Alkalyne the DC decreases by 1. If the creature wins or rounds of effect expire it is no longer feared and is immune to Alkalyne's gaze for 24 hours or long rest. 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 a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
9/26/2020 7:11:29 AM
3
1
Great Wyrm Golden Dragon
Coming Soon

Habitat: Mountain

TheFASH1970

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