Gargantuan Dragon (Angel, Any Race, Shapechanger, Wizard), Lawful Evil
Armor Class 49 (natural armor)
Hit Points 1113 (32d20 + 473)
Speed 45 ft., Climb 40 ft., Fly 90 ft.
STR
30 (+10)
DEX
21 (+5)
CON
30 (+10)
INT
29 (+9)
WIS
27 (+8)
CHA
28 (+9)
Saving Throws DEX +14, CON +19, INT +18, WIS +17, CHA +18
Skills Arcana +35, History +53, Perception +40, Stealth +30
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; All, Damage from Spells
Damage Immunities Fire, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Condition Immunities Charmed, Stunned
Senses Blindsight 600 ft., Darkvision 1000 ft., Tremorsense 5000 ft., Truesight 1200 ft., Passive Perception 29
Languages All, Common, Deep Speech, Draconic, Primordial, Telepathy 10000 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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: [spell]fire storm, [spell],enthrall

12/day each: [Tooltip Not Found]psychic scream

Actions

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: 45 (4d10 + 10) piercing damage plus 29 (5d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 37 (6d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 59 (5d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Uthadal's choice that is within 1200 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 12 hours.

Fire Breath  (Recharge 5–6). Uthadal  exhales fire in a 100-foot cone. Each creature in that area must make a DC 28 Dexterity saving throw, taking 132 (26d6) fire damage on a failed save plus 36 [rollable](4d8+12); {“diceNotation”:”4d8+12”,”rollType”:”damage”,”rollAction”:”Mindburner”,”rollDamageType”:”psychic”}, or half as much damage on a successful one.

Bonus Actions

Psychic Roar. Twenty mind flayer dragonwills appear to answer Uthadal’s call for help.

Earthshaking Roar.  All targets take 35 thunder damage and are deafened.

Legendary Actions

Uthadal 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. Uthadal regains spent legendary actions at the start of its turn.

Spell. Uthadal casts a spell.

Tail Attack. Uthadal makes a tail attack.

Wing Attack (Costs 2 Actions). Uthadal beats its wings. Each creature within 45 feet of Uthadal must succeed on a DC 28 Dexterity saving throw or take 27 (2d6 + 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 form of him has scales that can only be damaged by vorpal swords or weapons forged by them. He must eat astral worms to sustain himself.

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.

Monster Tags: AngelTitanShapechangerPsionic

Habitat: HillMountainUnderdark

BruenorBattleaxe18

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