Huge Dragon, Chaotic Good
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., fly 80 ft., swim 40 ft., burrow 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
18 (+4)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws DEX +8, CON +13, WIS +8, CHA +13
Skills Deception +8, Insight +8, Perception +14, Persuasion +13, Stealth +8
Damage Resistances Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic, Elvish Pouri
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The Ana Tarākona can breathe air and water.

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

Spellcasting. Spell Save DC 19. +10 to hit. Requires no material components for spells to be cast. 

Cantrips(at will) Minor Illusion, Mold Earth, Shape Water, Word of Radiance

1st level (4 slots) Absorb Elements, Chaos Bolt, Magnify Gravity, Thunderwave

2nd level (3 slots) Calm Emotions, Moonbeam and Healing Spirit

3rd level (3 slots) Counterspell, Lightning bolt, Erupting Earth

4th level (3 slots) Conjure Minor Elementals, Ice Storm, Storm Sphere

5th level (2 slots) Destructive Wave, Modify Memory

6th level (1slot) Gravity Fissure

 

Actions

Multiattack. The Ana Tarākona can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the Ana Tarākona'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.

Breath Weapon (Recharge 5–6). 

Weakening Breath. The Ana Tarākona exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 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.

 

Change Shape. The Ana Tarākona magically polymorphs into a humanoid or beast 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 (the dragon's choice).

In a new form, the Ana Tarākona 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. When they are shifted they will have gold eyes ( like a reptile) and will be able to be identified by the island dwellers.

Legendary Actions

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

Detect. The Ana Tarākona makes a Wisdom/ Perception check.

Tail Attack. The Ana Tarākona makes a tail attack.

Wing Attack (Costs 2 Actions). The Ana Tarākona beats its wings. Each creature within 10 feet of the Ana Tarākona must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Ana Tarākona can then fly up to half its flying speed.

Lair and Lair Actions

The Ana Tarākona's Lair

Ana Tarākona make their homes in the sea caves under the  chain of islands, Manoa o Penina. 

Lair Actions

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

  • The Ana Tarākona can cast the Modify Memory spell. The target will need to pass a DC 19 Wisdom save. If the target fails, they are charmed by the Ana Tarākona and the target will forget the lair location. Use of the Greater restoration spell will regain the targets memories. 
  • The Ana Tarākona  can select any number of creatures with in a 300ft radius and teleport them away from their lair. They will be sent above ground to one of the islands of Manoa o Penina. No harm will be done, and they party will not be separated, just removed from the lair. 

Regional Effects

The region containing an Ana Tarākonas lair is warped by the Ana Tarākona’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language is within 7 miles of the Ana Tarākona's lair, the Ana Tarākona can establish telepathic contact with that creature and use suggestion. They will give subtle distractions and mislead the creatures away from it's lair, if they are not welcomed. 
  • Banks of beautiful, opalescent mist manifest within 7 miles of the Ana Tarākona's lair. The mist becomes thick and making it increasingly difficult to track the Ana Tarākona. The mist will confuse any unwelcomed visitors and all tracking will be at a disadvantage. 
  • Gems and precious stones within 7 mile of the Ana Tarākona’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the Ana Tarākona dies, these effects end immediately.

Habitat: ForestMountainUnderwater

Happyhippie8

Comments

Posts Quoted:
Reply
Clear All Quotes