Large Dragon, Chaotic Good
Armor Class 17 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +4, CON +10, WIS +6, CHA +8
Skills Insight +7, Perception +12, Stealth +5
Damage Immunities Lightning
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic, Druidic, Elvish Pouri, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Read Thoughts. The tarākona magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the tarākona can continue reading its thoughts, as long as the tarākona's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

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: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 4) slashing damage.

Tail Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 4) slashing damage. ON a successful hit, the target must make a DC 17 strength save or be grappled. 

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 17 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 Weapons (Recharge 5–6). The tarākona uses one of the following breath weapons.

Healing Breath. The tarākona exhales and thin silver wisps of that shimmer like stars till the area in a 15- foot cone. Each creature in that cone will regain 4d4+12 hit points. 

 

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. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Tarākona's Lair

A Tarākona lair is typically found in the mountains of the island. Within its lair you will find it's hoard and nest for its eggs.

Lair Actions

On initiative count 20 (losing initiative ties), the Tarākona takes a lair action to cause one of the following effects:

  • The Tarākona creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • The Tarākona can create spike growth. The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

Regional Effects

The region containing a legendary Tarākona’s lair is warped by the Tarākona’s magic.

  • Once per day, the Tarākona can alter the weather in a 7-mile radius centered on its lair. The Tarākona doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Any flowering plants within 7 miles of the Tarākona’s lair take on dazzlingly brilliant hues.
  • Within its lair, the Tarākona can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the Tarākona dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/8/2021 6:58:32 PM
15
1
1
Coming Soon

Habitat: Coastal

Happyhippie8

Comments

Posts Quoted:
Reply
Clear All Quotes