Legendary Resistance (12/Day). If Uthadal fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Uthadal's spellcasting ability is Charisma (spell save DC 21). Uthadal can innately cast the following spells, requiring no material components:
At will: fire storm, disintegrate
18/day each: [Tooltip Not Found], wall of fire, power word kill
Multiattack. Uthadal can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws or uses Mindburner.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 91 (9d10 + 10) piercing damage plus 48 (8d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 87 (14d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 50 ft., one target. Hit: 159 (19d8 + 20) bludgeoning damage.
Frightful Presence. Each creature of Uthadal's choice that is within 5200 feet of Uthadal and aware of it must succeed on a DC 30 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 Uthadal's Frightful Presence for the next 120 hours.
Mindburner (Recharge 5–6). Uthadal exhales fire in a 500-foot cone. Each creature in that area must make a DC 28 Dexterity saving throw, taking 262 (42d6 + 20) fire damage on a failed save plus 72 [rollable](9d8+12); {“diceNotation”:”9d8+12”,”rollType”:”damage”,”rollAction”:”Mindburner”,”rollDamageType”:”psychic”}, or half as much damage on a successful one.
Psychic Roar. Twenty mind flayer dragonwills appear to answer Uthadal’s call for help.
Uthadal can take 6 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. Uthadal regains spent legendary actions at the start of its turn.
Spell. Uthadal casts three spells.
Tail Attack. Uthadal makes a tail attack.
Wing Attack (Costs 2 Actions). Uthadal beats its wings. Each creature within 90 feet of Uthadal must succeed on a DC 28 Dexterity saving throw or take 50 (8d6 + 15) bludgeoning damage and be knocked prone. Uthadal can then fly up to half its flying speed.
Description
Uthadal is the master of the dragonwill mind flayer colony. It is an extremely intelligent dragon, almost dwarfing the demon lords. It has a near godlike hoard from its subjects. This creature is an almost god version of Uthadal that got its power from eating several immortal beings.
Lair and Lair Actions
A Red Dragon’s Lair
Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. 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 poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/1/2021 8:23:13 PM
|
3
|
1
|
6
|
Coming Soon
|
Comments