Gargantuan Dragon (Titan), Lawful Neutral
Armor Class 30 (natural armor)
Hit Points 2300 (25d20)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
26 (+8)
DEX
22 (+6)
CON
24 (+7)
INT
28 (+9)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws STR +17, DEX +15, CON +16, INT +18
Skills Deception +30, Intimidation +35, Perception +27, Persuasion +26, Stealth +28
Damage Resistances All
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense, Truesight, Passive Perception 27
Languages Common, Draconic, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Immortal. The dragon god does not need to breathe or sleep ever, and can return to the land of the living after 20 (1d20) years.

Legendary Terror. The dragon emits a powerful overwhelming presence that all creatures with a wisdom score below 20 are instantly frightened upon first glance of Umdrisdam for 12 (1d12) rounds. Ignores all immunities to frightened. After just glimpsing Umdrisdam, the creatures are instantly frightened upon just hearing the name of the ancient Kraven dragon for an hour, and become paranoid that the black Titan is waiting in the shadows. This effect can happen even if the creature witnessed the ancient dragon's death.

Legendary Resistance (5/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 20 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.

FIre Breath (Recharge 5–6). The dragon exhales flames in a 90-­foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) Fire 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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Large black wings with talons the size of greatswords, four massive legs, and an ominous  maw attached to a long neck and colossal head would be the first things anyone notices. Then they would see the ocean of silent screaming faces swirling in chaotic patterns across the leviathan's scales, the crimson stained spiked spines upon his back, and the deepest glowing red eyes piercing through any darkness not created by the dragon himself. In the end however, the glowing red orbs are all that anyone would remember after a battle with the Dragon God of Time himself, because as soon as they close their eyes, it's all they can see. The dragon god's roar can be heard in the distance, even when the creature is long since dead or nowhere in sight. However, it is also known that Umdrisdam is a Guardian of those who cannot protect themselves.

Lair and Lair Actions

The black dragon god Umdrisdam dwells in the mountains on the frayed edges of civilization. The black dragon’s lair is a cave, or ruin that is devoid of life.

Lair Actions

On initiative count 20 (Winning 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:

  • Time seems to freeze in a 120 ft radius around the black dragon, disabling all beings in range for a round. In fact, time does freeze... Oh joy.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and non magical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

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

  • Time slows down within 6 miles of the lair. All travel time doubles while in range.
  • All life seems to lose the will to live in a 6 mile range of the dragon lair.
  • Black fog heavily obscures the land within 6 miles of the lair.

If the great dragon god dies, all effects remain as they are, but other life can soon begin to migrate  into the dead zone over 12 (1d10 + 2) years. The powerful and overwhelming presence of the Immortal dragon god Umdrisdam remains behind, a sign of death and fear to all who remember, and a sign of true terror and complete despair for all who live.

Monster Tags: Titan

Habitat: Mountain

Septimius_Arcturus_Archer

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