Gargantuan Dragon, Unaligned
Armor Class 20 (natural armor)
Hit Points 330 (21d20 + 110)
Speed 40 ft., swim 80 ft.
STR
25 (+7)
DEX
14 (+2)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +8, CON +11, WIS +7, CHA +5
Skills Perception +7, Stealth +8
Damage Immunities Fire
Condition Immunities Blinded, Deafened
Senses Blindsight 60 ft. (blind beyond this radius), Tremorsense 120 ft., Passive Perception 17
Languages Aquan, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6

Legendary Resistance (3/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 thrash attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Thrash. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) 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.

Boiling Breath (Recharge 5-6) The dragon releases a pulse of boiling water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw, taking 52 (15d6) 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.

Thrash Attack. The dragon makes a thrash attack.

Swallow (Costs 2 Actions). The dragon makes one bite attack against a Large or smaller creature. If the attack hits, the target is swallowed. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 21 (6d6) acid damage at the start of each of the dragon's turns. If the dragon takes 30 damage or more on a single turn from the swallowed creature, the dragon must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the dragon. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone

Description

Inra dragons are flightless and purely aquatic, living and hunting in the deepest trenches of seas across the Planes. These limbless creatures make their lairs in tunnels burrowed beneath the ocean’s floor, just wide enough to accommodate their narrow bodies that measure up to hundreds of feet in length. Ambush predators that lack eyes and a traditional jaw, Inra lay in wait at the entrance of their den. Their bilateral jaws are able to open a full 90 degrees to rest against the seafloor. The shifting of a single grain of sand or a practically imperceptible change in water pressure is enough to bring an Inra dragon’s massive maw snapping shut, shattering both bone and metal in an instant before dragging prey deep underground. Inra produce a single egg in their lifetime and they do not require a mate to do so, though exactly how they achieve this is unknown.

The egg is encased in a pouch made up of collagen and is deposited in one of the most hostile environments ever studied; the opening of a hydrothermal vent. Formed by shifting tectonic plates or leaking planar energy these vents expel super-heated and mineral rich water that can well exceed 1,000 degrees Fahrenheit. Brooding Inra will remain in or around the vents for years at a time, waiting for their hatchling to emerge after tearing their way through the egg case. With the incubation successful, the adult Inra promptly returns to their lair, leaving the young wyrm to grow for the first decades of their life preying on the few species that thrive around the vent.

Lair and Lair Actions

Nest Actions

On initiative count 20 (losing initiative ties), the dragon takes a nest action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Clouded water erupts from a vent in a 20 foot radius sphere within 120 feet of the dragon. The area is lightly obscured and lasts until initiative count 20 on the next round.
  • Water currents surge into a vent. Each creature within 60 of the vent opening must succeed on a DC 16 Strength saving throw or be pulled into the super heated vent, taking 11 (3d6) fire damage on a failure.

Environment: Underwater

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