Huge Dragon, Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., fly 90 ft.
STR
27 (+8)
DEX
21 (+5)
CON
25 (+7)
INT
13 (+1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws DEX +11, CON +13, WIS +9, CHA +6
Skills Acrobatics +11, Perception +9, Stealth +11
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 19
Languages Common, Draconic
Challenge 17 (18,000 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 with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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.

Fire Breath (Recharge 5-6) The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) 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.

Crushing Grapple. The dragon makes a claw attack, if it hits and the target is Huge or smaller the target is grappled and takes an additional 9 (2d8) bludgeoning damage. Until this grapple ends the target is restrained. To escape it must succeed on a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check. 

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.  

Description

Of the many fire-breathing dragons, Nali are amongst the most dangerous. They mate young and stay with their partner for life, so their territory must be immense and rich in prey if it is to support two voracious predators. The Nalis’ range sometimes spans an entire continent and requires constant patrol to prevent other dragons from moving in. Despite their best efforts, however, it is becoming increasingly common to see multiple pairs of dragons contesting the same region, particularly in areas that contain the active volcanoes vital for their reproduction.

Due to their nomadic nature Nali have developed a unique, if rather risky, method for nesting; rather than establishing a lair for their egg, the pair will carry it clutched firmly in their claws as they fly. Both parents will trade off this duty to allow their mate to hunt or do battle with other dragons, though the smaller of the partners is most frequently seen hauling their mottled egg. This behavioral adaptation is put to the ultimate test when the time comes to trigger the egg’s hatching by bathing it in the molten rock that rains down from an erupting volcano. 

The Nali seem to have an almost supernatural ability to predict when a volcano will erupt; seconds after lava begins to spew forth, multiple pairs will descend from the ashen skies. The larger mates from each pair savagely fight, affording their partners the chance to dive directly through the rapidly cooling lava rain. Nali eggs must be exposed to the intense heat of these volcanic showers to ensure the hatchling will be as strong as possible. During these dives the falling lava begins to accumulate and harden on the dragons' scales and wings, weighing them down and leaving them vulnerable to attack. In the chaos, competing dragons can force one another out of the sky to crash against the volcanic rocks below. Though both Nali mates may escape the battle, it’s very likely they’ll lose their egg in the process. More often than not, only a single dominant pair will emerge from the smoke carrying a newly hatched whelp in their claws. Despite the brutality of this process, it plays a vital role in ensuring the strength and ferocity of future Nali generations.

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:

  • Lava rains down in the area. All creatures within a 20-foot-radius, 90-foot-high cylinder within 120 feet of the volcano opening must make a DC 15 Dexterity saving throw. Taking 18 (5d6) fire damage on a failed save, or half as much damage on a successful one. 
  • Volcanic gases form a cloud in a 20-foot-radius sphere. The sphere spreads around corners and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be blinded until the end of its turn.

 

Environment: Mountain

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