Large Dragon, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft., burrow 40 ft., fly 80 ft., climb 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws DEX +6, CON +6, WIS +5, CHA +6
Skills History +6, Perception +8, Stealth +6
Damage Immunities Thunder
Condition Immunities Frightened
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic, Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting (Psionics). Zoromir's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:

1/day each: teleportation circletelekinesis

Spider Climb. Zoromir can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Tunneler. Zoromir can burrow through solid rock at half their burrow speed and can choose to leave a 6-foot-diameter tunnel in their wake.

Actions

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

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

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

Debilitating Breath (Recharge 5–6). Zoromir exhales a pulse of high-pitched, nearly inaudible sound in a 30-foot-cone. Each creature in that cone must make a DC 14 Constitution saving throw. On a failed save, the creature takes 42 (12d6) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

 

Lair and Lair Actions

Layer Actions. On initiative count 20 (losing initiative ties), Zoromir takes a lair action to cause one of the following effects; Zoromir can't use the same effect two rounds in a row:

  • Zoromir targets a creature within 120 feet of them that can hear and understand them. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the Zoromir until initiative count 20 on the following round. A creature charmed in this way obeys to the best of its ability any command Zoromir issues that isn't directly harmful to itself.
  • Zoromir touches a section of stone up to 10 feet in any dimension. The dragon can form the stone into any shape that suits its purpose.
  • A wall of stone springs into existence on a solid surface within 120 feet of the Zoromir. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, vulnerability to thunder damage, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies.

Regional Effects. The region surrounding Zoromir's lair is warped by their magic, which creates one or more of the following effects:

  • [Tooltip Not Found] are attracted to the area within 6 miles of the lair and settle there in large numbers.
  • Natural stone within 6 miles of the lair grows plentiful crystal formations and sapphire gemstone veins, particularly underground.
  • Natural stone within 6 miles of the lair becomes a conduit for their psionic presence. As an action, Zoromir can cast the clairvoyance spell, requiring no components, targeting any natural stone formation in that region.

 

Monster Tags: NPC

Habitat: Underdark

Mr_Mars

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