Gargantuan Swarm of Huge dragons, Chaotic Neutral
Armor Class 70 heavy chestplate
Hit Points 450 (20d20)
Speed 30 ft., Fly 25 ft.
STR
25 (+7)
DEX
27 (+8)
CON
23 (+6)
INT
30 (+10)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws STR +13, DEX +14, INT +16
Skills Intimidation +45, Stealth +25, Survival +45
Damage Vulnerabilities Cold, Radiant
Damage Immunities Acid, Fire, Poison
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Darkvision, Truesight, Passive Perception 30
Languages Celestial, Draconic, Primordial dragonic, celestial, human
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

almighty roar: causes all enemies to get the deafened and frightened

legendary resistance: if bulla fails a saving throw, it can choose to succeed instead

Spellcasting. magic armor(does the same as the magic armor that players get), volcanic eruption (a volcano made of both magic and real ground/magma, also causes a small earthquake) 35 magma damage, anything that doesnt have wings takes another 10 damage and gets the stunned condition, also is a custom spell for this monster. firebolt(does the same as the firebolt that players get)


Cantrips (at will): masters bidding (spawns 2-3 underlings around the field, has a shield and sword, but cant use magic, lasts till they get killed or bulla gets vanquished) 4 turn cooldown

Actions

Action Melee Attack. the demon kings axe swing: 30-45 to hit, reach 15 ft., 1-2 target. Hit: 30-45 (30d2 + 2) [slashing and bluegeoning] damage. 

action melee attack. shield bash: 15 [bluegeoning] damage, stuns

Action Ranged Attack. (dragons magma breath)  30 to hit, range 40 ft., multiple target. Hit: # (30d3 + 2) [fire] damage.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

the cold affect: once hit by a cold spell, bullas movements become sluggish, and attack can get avoided easier

Legendary Actions

the demons awoken(Costs 50 hp). at the cost of health, its scores gets doubled, with also being able to use an extra cantrip, and extra physical attack, with its move radius getting trippled. once active, stronger and more capable underlings are able to spawn every 2 turns, with all of the underlings changing to these stronger forms too. this lasts for 5 turns, with almost everything going back to normal, except for the damage inflicted and received, and some underlings staying buffed

detect: bulla can make a wisdom check

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

this is a big chonker, idk what to put here

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/8/2021 7:16:57 PM
2
1
1
Coming Soon
2/8/2021 8:01:27 PM
1
1
2
Coming Soon
2/10/2021 10:23:01 AM
1
1
3
Coming Soon

Habitat: Desert

mr_sugar_daddy

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