Huge Dragon, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 310 (20d12 + 180)
Speed 40 ft., fly 80 ft., burrow 40 ft.
STR
25 (+7)
DEX
8 (-1)
CON
27 (+8)
INT
20 (+5)
WIS
12 (+1)
CHA
23 (+6)
Saving Throws DEX +5, CON +14, WIS +7, CHA +12
Skills Arcana +10, Perception +13, Persuasion +12, Stealth +5
Damage Resistances Acid, Cold, Lightning
Damage Immunities Fire, Force, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Primordial, Telepathy 120
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Rapid adaptation The dragon may use its reaction when taking damage from a source other than bludgeoning, slashing or piercing damage to gain resistance to the damage type dealt until the beginning of its next turn.

Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception and stealth checks to convince creatures it is a statue as long as it remains still.

Know Alignment (Good/Lawful). Abyssal Dragons are able to automatically detect if anyone in their presence within 120 feet are of Good or Lawful alignment.

Aura of Primal Emotion: Abyssal Dragons emotions are at their most raw and primal state. All Abyssal Dragons project one of the following emotions in a 60 foot radius.  All mortals(creatures that are not dragons, elementals, fey, constructs, or undead) must make a Wisdom saving throw (DC 21) at the beginning of each of their turns, or become afflicted by the emotion. If the auras of multiple Abyssal Dragons overlap, only the strongest takes effect, and if multiple Abyssal Dragons with the same power  have overlapping auras, those within them only need to save once to ignore both of them. This is considered a mind-affecting ability.

  • Anger: Effect is identical to the Rage spell.
  • Arousal: Effect is identical to the Charm Person/Monster spell(s).


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

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: +13 to hit, reach 10 ft, one target. Hit: 18 (2d10+7) piercing damage plus 7 (2d6) force damage.

Claw Melee weapon attack: +13 to hit, reach 5 ft, one target. Hit: 14 (2d6+7) slashing damage.

Tail Melee weapon attack: +13 to hit, reach 15 ft, one target. Hit: 16 (2d8+7) bludgeoning damage.

Smite Good. Twice per day, an Abyssal Dragon can make a normal attack to deal an additional damage equal to its HD total (maximum +20) against a good target.

Smite Law. As Smite Good, but against lawful target.

Abyssal Breath (Recharge 5-6). The dragon exhales a horrible gas in a 60 foot cone, infused with the madness of the blackest souls consigned to the Abyss. Each creature in the cone must make a DC 18 Wisdom saving throw, taking 6 (2d6) Wisdom damage on a failed save, and half as much damage on a successful one. This Wisdom damage can be healed with a Long Rest, Greater Restoration, or Wish spells.

Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 20 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

Force breath (recharge 5/6) The dragon exhales force in a 90 foot line. Each creature in this line's must make a DC 22 dexterity saving throw, taking 65 (26d4) force damage on a failed save or half as much on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action maybe used at a time, and may only be made at the end of a different creature's turn. The dragon regains spent legendary actions at the beginning of its turn.

Detect The dragon makes a Wisdom (perception) check.

Tail attack The dragon makes a tail attack.

Telekinetic ripple (2 actions) The dragon sends out a pulse of psychic energy. Creatures within 15 feet make a DC 19 intelligence saving throw, being knocked back 10 feet and taking 15 (3d6+5) force damage on a failed saving throw, and half as much damage on a successful saving throw.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Bright and noble guardians of the land, one of the most majestic and kind species of dragons to walk the planes. They ceaselessly search for foes to strike back and kind hearted souls to nurture on their home world, never daring to step so much as a claw into another plane as they prefer to be eternally vigilant in protecting the land. Most regard them as ultimate examples of goodness and righteous law as they never fail to help someone in need.

An Adamantine dragon's body is small in comparison to the mighty natural weapons they were gifted with. The dragon's claws, teeth, and tail all shimmer with an adamantine sheen that reflects their true durability. Its smooth hide gleams like a silvery metal covered in precious diamond dust. Sweeping horns fan back from the dragon's snout, forming a radiant, crownlike crest. An almost divine flame burns bright at the center of all Adamantine dragons and its heat can be felt from its warm metallic scales.

One does not normally get the opportunity to see one hatch but many say that they start off darker in coloration and over time get their more iconic silver sheen.

Benevolent but Wary. An Adamantine dragon is not a fool for being a soft hearted protector. They show extreme caution to any foreign body that arrives in its domain and slowly examines them to determine if they are allowed to continue wandering the bountiful land or if they should be eradicated on the spot. If they find no reason to have continued suspicion, one might find themselves in comfortable company in a lengthy but friendly chat. Sometimes it might even share gifts if seen to be truly worthy though they avoid doing it too often as it might inspire thieves to take advantage of their courtesy.

Inspirational and Ceaseless. It is rare to find an Adamantine dragon in complete isolation as they prefer to have nearby company whenever they can. Either to inspire other souls to take the duty of protection or merely as more companions to converse with on the regular, gnomes being a particular favorite of theirs. If there is any perceivable threat even remotely within their domain, they go out and hunt them down with swift and brutal justice. Few are ever able to escape the righteous fury of such a determined dragon

Comfortable Living Spaces. While most dragons collect hoards simply because they believe themselves worthy of such refined goods, Adamantine dragons are less worried about such matters. Oftentimes nearby settlers graciously build magnificent structures for the dragons who pay for their deeds with unending protection of the growing settlements. Trophies of defeated foes and stories or artistic depictions of well fought triumphs of good over evil adorn their halls as wonderful reminders.

Lair and Lair Actions

The stench of evil is quickly snuffed when one enters their domain, even the most vile of demons would not attempt to step into such a holy ground. Life grows more abundantly under the watchful care of the dragon and animals become large and plump. Many who live in such areas receive good fortunes as the divine flames from the dragon purge the area of malevolent forces.

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:

  • A spot of dirt within 120 feet of the dragon grows earthen tendrils from the ground that work to halt the movement of escaping quarries. Any creature within 20 feet of the spot must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet and knocked prone.
  • A divine, white flame falls from the sky to burn away evil in a 20-foot-radius sphere centered on a point within 120 of the dragon. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) radiant damage. Fiends and undead make this saving throw with disadvantage.
  • Time is altered for all creatures in a 15-foot-radius sphere centered on a point within 60 feet of the dragon. Each creature in that area must succeed on a DC 15 Wisdom saving throw or be affected as if by a slow spell until initiative count 20 on the next round.

Regional Effects

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

  • Animals and vegetation grow twice as fast within 6 miles of the lair.
  • All nonmagical flames within 6 miles of the lair ignore resistance to fire damage.
  • Spots of slowed time within 1 mile of the lair can freeze creatures in place. The first creature to enter a spot must succeed a DC 15 Wisdom save or be paralyzed for 1 minute, completely unaware of the movement of time around it until the effect wears off.

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

Habitat: DesertForestGrasslandHillMountain

BalarRachi

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