Gargantuan Dragon, Chaotic Good
Armor Class 22 (natural armor)
Hit Points 498 (25d20 + 225)
Speed 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
19 (+4)
WIS
22 (+6)
CHA
23 (+6)
Saving Throws DEX +7, CON +16, WIS +13, CHA +13
Skills Arcana +11, History +11, Perception +9, Stealth +7
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic All languages it’s friends speak (if they speak).
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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.

Roots of Life Stealing. The dragon can choose one to four targets within a range of 120 feet and make gigantic piercing roots spawn out of the ground and grapple themselves around the targets. If the target is a creature it is instantly grappled (impose condition) and must make a DC 16 Dexterity saving throw, suffering 4d12 piercing damage on a failed save and half as much damage on a successful one.

Paralyzing Breath (Recharge 4-5). The dragon exhales paralyzing fog in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ultimate Fire Roar (Costs 2 Actions). The nature dragon suddenly unleashes a enormous burst of a darkblue fire that consumes almost everything in it’s path. The dragon chooses everything that will be destroyed by it’s roar and everything that will not.

Each creature of the dragon’s choice that are caught in the fire burst must make a DC 17 Constitution saving throw, suffering 52 (6d12) fire damage on a failed save and half as much damage on a successful one. If the creature’s Hit Points are inferior to the number of damage taken it is instantly vaporized out of existence.

If the targets chosen to be destroyed are objects, they are instantly vaporized out of existence (independently of being carried or not) in a matter of seconds.

Description

Nature dragons are the most different type of dragons, some do not even consider them draconic creatures.

Nature dragons have a soft, furry scale and a green bluish skin (inside the scales). They have a friendly face and they do not appear to be dangerous at all, although they really are. Their tooth are small, but just like a snake’s teeth, the nature dragon’s teeth can come out from their gengiva and become big, sharp teeth.

These friendly but alone dragons have huge deer like horns, being made of wood in the outside layer but actually being made of adamantine in all it’s inside.

They usually interact with other wild beings and knows hot to talk to these creatures. The nature dragons learns very fast new languages and ways of thinking, having and meeting great friends (animals mostly) through it’s surroundings.

Lair and Lair Actions

A Nature Dragon’s Lair

Nature dragons dwell among dense and wild forests, making their lairs on secluded consetration of trees and dense swamps. Though many are comfortable in natural complexes, nature dragons covet the lost outposts of humanoid civilization. An abandoned citadel covered and consumed by nature or a remote tower hidden among roots and natural plants is the sort of lair that every nature dragon dreams of.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as if it had cast the fog cloudspell. The fog lasts until initiative count 20 on the next round.
  • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. 
  • Magic acid water starts raining heavily through and near the dragon’s lair. Each evil creature or target chose by the nature dragon must succeed on a DC 15 Constitution saving throw, or suffer 16 (2d8) acid damage.

Regional Effects

The region containing a legendary nature dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.

  • Once per day, the dragon can alter the density and type of plants of the forest in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors.
  • Given days or longer to work, the dragon can make roots of plants within its lair to spawn out of the ground, forming mazes of root and plants as it wishes.

If the dragon dies, changed density reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/12/2018 2:27:55 PM
1846
5
1
Coming Soon

Habitat: ForestHillSwamp

Adarai_Amakiir

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