Gargantuan Construct, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 300 (14d12 + 200)
Speed 30 ft., Fly 90 ft.
STR
24 (+7)
DEX
11 (+0)
CON
19 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws STR +12, CON +9
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Senses Darkvision 120 ft., Passive Perception 10
Languages Common, Dwarvish, Undercommon
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Immutable Form. The dragon is immune to any spell or effect that would alter its form.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Siege Monster. The dragon deals double damage to objects and structures.

Unusual Nature. The dragon doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest.

Actions

Multiattack. The dragon uses its Malevolent Presence. It then makes three attacks: two with its claws and one with its tail. If the dragon isn’t flying, it can also make one attack with its wings. It can replace up to three of these attacks with uses of Radiant Blast, but doing so will limit recharge of Radiant Breath to 6.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.

Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d4 + 7) bludgeoning damage.

Radiant Blast. Ranged Weapon Attack: +11, range 120 feet, one target. The dragon exhales a small, fast moving ball of radiant energy.

Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it 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 Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn’t choose a target, the charmed creature can act normally on its turn.

Radiant Breath (Recharge 5–6). The dragon exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Hard Hit. If the Chardalyn Dragon succeeds by 7 or more on a tail or claw melee attack, it throws the target back 20 feet, the target takes an additional 7 hit points of bludgeoning damage, and the target is knocked prone.

Reactions

Absorb Spell. The Chardalyn Dragon can absorb a spell of third level or lower into his breastplate. 

Clawback. If a creature succeeds with an opportunity attack against the Chardalyn Dragon, it can attempt to claw or grapple that creature. 

Legendary Actions

Chardalyn Slam (villain action). Using up to 90 feet of flying movement, the Chardalyn Dragon slams to the ground, destroying structures in a 40 foot radius. Creatures in a 20 foot radius area must make a DC 16 DEX saving throw or take 24 hit points and be knocked prone; creatures who make the saving throw take 12 hit points of damage and are not knocked prone. Creatures outside the 20 foot radius but within a 40 foot radius must make a DC 16 DEX saving throw or take 12 hit points of damage; creatures who make the saving throw take 6 hit points of damage.

Death from Above (villain action). The Chardalyn Dragon uses up to 90 feet of movement to reach a creature, use both claws to grapple the creature with advantage, and fly away with the grappled creature using any remaining movement. The Chardalyn Dragon may use a free action to drop the grappled creature.

Chardalyn Tactical Retreat (villain action - round 3 or as soon as the Chardalyn Dragon is at less than 75 hit points). The Chardalyn Dragon turns invisible and misty steps to a location it can see within 60 feet. Invisibility ends when the Chardalyn Dragon attacks a creature.

Once all villain actions are used once, the Chardalyn Dragon may use any of its villain actions once per round after a player's turn. 

 

 

Description

 

This is a nasty construct build by Xardorok to destroy Ten Towns.

Previous Versions

Name Date Modified Views Adds Version Actions
10/24/2021 12:22:48 AM
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Coming Soon
Rolendice

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