Huge Dragon, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 201 (17d12 + 90)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
12 (+1)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws DEX +7, CON +10, WIS +9, CHA +10
Skills Arcana +6, Insight +9, Perception +9, Stealth +7
Damage Immunities Force
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft. , Passive Perception 19
Languages Common, Draconic, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5

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 with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 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 18 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 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.

Planar Breach (Recharge 5-6) The dragon weakens the weave between Planes. Each creature in a 20-foot-radius sphere within 120 feet of the dragon must make a DC 18 Charisma saving throw, taking 63 (18d6) force damage and be banished to a harmless demiplane for 1 round on a failed save, or half as much damage and not be banished 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 15 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

When a rift opens between planes, an incredible amount of energy and heat is released, influenced by both the planes it connects and the instability of the crossing. The most dangerous of these rifts bridge the Material Plane and Feywild and are prone to sudden violent collapse, often leveling the surrounding area on both sides. For Cazn dragons, however, this is the perfect nesting ground; so much so that there is fierce competition to hold territories surrounding these breaches of the planar weave. It’s rumored, even, that ancient Cazn dragons will tear open their own massive rifts but this phenomenon has never been observed.

Cazn dragons are most commonly seen in the Feywild, but sightings of any kind are a rare occurrence. Though, whenever a large enough rift opens on the Material Plane, it is quickly claimed by a brooding dragon. Strangely and despite their predilection for the Feywild, the dragons nearly always nest on the Material Plane, most likely to afford some level of safety to their young once they’ve hatched. A single egg is laid and it rapidly begins to absorb energy; if it is to hatch, it must do so before the rift implodes. The lure of a large rift attracts interest from both planes, be it from adventurers or fey creatures searching for easier hunting grounds. Conveniently, this provides a steady food source for the Cazn.

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:

  • Fey creatures pass through the rift, as if the spell Conjure Woodland Beings had been cast at 4th level. The creatures are unaligned and behave accordingly.
  • Energy surges from the rift. Any creature within 20 feet must make a DC 15 Strength saving throw or take 4d8 force damage and be knocked prone. On a success they take half damage and are not knocked prone.
  • A wave of Fey energy extends from the rift. The area within 60 feet of the rift is affected by the Faerie Fire spell. The Dexterity saving throw DC for this effect is 15.

Environment: CoastalDesertForestGrasslandHillMountainSwamp

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