Large Dragon, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 228 (22d10 + 66)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
16 (+3)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws DEX +5, CON +7, WIS +5, CHA +6
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness; All damage but Force, Radiant, and Psychic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If Aytyzoiviodel fails a saving throw, they can choose to succeed instead.

Multiple Heads. Aytyzoiviodel can take one reaction per turn, rather than only one per round. They also has advantage on saving throws against being knocked unconscious. If they fail a saving throw against an effect that would stun a creature, one of their unspent legendary actions is spent.

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Aytyzoiviodel makes three attacks: two with their claws and one with their bite.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Bonus Actions

 

Reactions

3 reactions/ 1 per head

Legendary Actions

Aytyzoiviodel 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. Aytyzoiviodel regains spent legendary actions at the start of their turn.

Aytyzoiviodel’s legendary action options are associated with their three dragon heads (a bite and a breath weapon for each). Once they choose a legendary action option for one of their heads, Aytyzoiviodel can’t choose another one associated with that head until they use another head as a legendary action.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 7 (2d6) psychic damage ( Aytyrainth), necrotic damage (Zoiviodios), poison damage (Yzodel).

Yzodel: Green Dragon Head: Poison Breath (Costs 2 Actions). Aytyzoiviodel breathes poisonous gas in a 30foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 36 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Zoiviodios: Shadow Green Dragon Head: Necrotic Breath (Costs 2 Actions). Aytyzoiviodel exhales shadowy gas in a 30-foot cone. Each creature in that area must make a DC 17 Consitution saving throw, taking 36 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.

Aytyrainth: Undead Green Shadow Head: Psychic Horror Breath  (Costs 2 Actions). Aytyzoiviodel breathes a 30ft cone of blackish purple gas. Each creature in that line must make a DC 17 Wisdom saving throw, taking 36 (12d6) psychic damage on a failed save, or half as much damage on a successful one. If the creature fails it save by 5 or more, they take on the despair of the shadowfell (roll on the despair table) if already in despair they take on short-term madness, if already mad they take on long-term madness and then finally indefinite madness

Description

The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.

Lair and Lair Actions

This Lair, Aytyzoiviodel's prison and place where they died is shrouded in darkness of the Shadowfell's making. Inside are lamps that act as daylight wherever it radiates. This can be a beacon for those would-be adventurers or a nuisance to the shadow creature that is Aytyzoiviodel.

Lair Actions

On initiative count 20 (losing initiative ties),  Aytyzoiviodel must make a wisdom save DC 15 in a battle of wills with the prison to douse one magical lamp of their choice and bring darkness back into the area. otherwise roll a D8 to determine which lamp is lit. When the dragon wins this contest they get to choose which is doused.
On a roll of 1 the victor of the contest of wills may douse or light 2 lamps and vice versa on a roll of 20.

 

Wolfsbane28

Comments

Posts Quoted:
Reply
Clear All Quotes