Gargantuan Dragon, Lawful Evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +8, CON +17, WIS +10, CHA +14
Skills Perception +16, Stealth +7
Damage Resistances Necrotic
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic, Telepathy
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

Breath Weapons. Angvazi's breath weapons recharge using a d8, rather than a d6

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 Angvazi's choice that is within 120 feet of him and aware of him 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 Angvazi's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 6-7). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. In addition, each who fails the Dexterity save must make a DC 16 Constitution saving throw or take 21 (6d6) necrotic damage. A creature's hit point maximum is reduced by the amount of necrotic damage they take.

Blackfire (Recharge 8). Angvazi exhales blackfire in a 30 foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save or half as much damage on a success. The area becomes engulfed in blackfire.

Legendary Actions

The dragon 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. The dragon regains spent legendary actions at the start of its turn.

Detect. Angvazi makes a Wisdom (Perception) check.

Tail Attack. Angvazi makes a tail attack.

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

Description

The odor of rot and smoke surrounds Angvazi, whose cruel eyes and iridescent black feathers set fear in the hearts of his enemies. His beaked snout vents smoke at all times, and his eyes dance with flame when he is angry.

Lair and Lair Actions

A Red Dragon’s Lair

Angvazi's lair is in the high mountains in the far north of Driffen.

With his hoard well protected deep within the lair, Angvazi spends most of his time asleep. Since the end of the Age of Sorrows, when his friend the lich Erak Silverhand was destroyed, Angvazi has been wary of being too often seen by the world of mortals. When he flies from his lair, he does so during the long winter nights of the far north, around the solstice. In the deep winter darkness, he conjures a storm to conceal his passage to the Dark Lands, a blizzard that has become a predictable phenomenon in recent centuries, bringing chill air from the north to freeze Driffen and Elida. He hunts in the forests of the Dark Lands, eating his fill, before returning to the far north to sleep once again. The few who know that he still lives fear that if another Scion arises, Angvazi will lend his power to that cause, and lay devestation on the Inner Kingdoms.

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 15 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 15 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 13 Constitution saving throw or be poisoned until the end of its turn. 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:

  • It is perpetually cloudy within six miles of Angvazi's lair, a heavy mist which obscures the way ahead.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by rot.
  • Veins of godsblood have been drawn to the lair, tempting foolish miners to try and harvest the substance. All inevitably set blackfires, which the mist eventually puts out.

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

Habitat: HillMountain

RoquatTheRed

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