Gargantuan Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills Perception +7, Stealth +6
Damage Vulnerabilities Radiant
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Abyssal, Common, Draconic, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Actions

Opening Attack: Cast spell "insanity", all players roll an intelligence check, on a failed 18 save, gain one d100 insanity effect

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire 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 dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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.

Blood 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) Necrotic damage on a failed save, or half as much damage on a successful one.

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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Strahd, uses the essence of Tiamat to transform into an enormous burgundy dragon. The dragon reeks of blood and death and looms at you with glowing yellow eyes.

He has gone insane with power and that insanity radiates across a 50 ft radius. He cannot be reasoned with by conventional means.

 

Lair and Lair Actions

Strahd's Lair

Strahd has broken the Well of Dragons into a bleeding, crumbling version of his own castle.

Stones fly through the air, crushing opposition, vampire bats circle and attack indiscriminately.

The air is heavy with the stench of rotting blood, the fetid air hurts your lungs.

 

Lair Actions

On the start of turn, one of the following actions:

  • Rocks fly at you from the castle lair, take 4D6 bludgeoning damage on a failed save (15 dex)
  • Vampire bats attack from the towers, take 3D6 necrotic on a failed save (15 dex)
  • The dank air invades your lungs, take 2D6 poison damage on failed save (15 con)

 

 

 

Habitat: HillMountainUnderdark

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