Gargantuan Dragon, Chaotic Evil
Armor Class 22 (Natural Armor)
Hit Points 333 (18d20 + 144)
Speed 40 ft., fly 40 ft.
STR
26 (+8)
DEX
10 (+0)
CON
27 (+8)
INT
12 (+1)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws DEX +6, CON +14, WIS +9, CHA +10
Skills Perception +7, Stealth +6
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Barbed Hide. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it must succeed on a DC 22 Dexterity saving throw or takes 6 (1d12) piercing damage.  At the start of each of its turns, the dragon deals 6 (1d12) piercing damage to any creature grappling it.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Mimicry. The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.

Rampage. When the dragon reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its claw.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its tail, and one with its wing.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) necrotic damage, and the target must succeed on a DC 22 Constitution saving throw. On a failure, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage and the target must succeed on a DC 22 Dexterity saving throw to avoid the dragon's spurs.  On a failure, the target takes an additional 6 (1d12) piercing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage and the target must succeed on a DC 22 Strength saving throw or be knocked prone.

Wing. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage and the target must succeed on a DC 22 Constitution saving throw or be stunned until the start of the dragon's next turn.

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 18 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.

Reactions

Wing Shield. The dragon adds 5 to its AC against one attack that would hit it. To do so, the dragon must see the attacker.

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.

Claw Attack. The dragon makes a claw attack.

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 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

Fang dragons are greedy, rapacious, and cunning creatures, prone to fits of random violence and outbursts of rage. They eat all manner of fresh meat, especially enjoying the flesh of humanoids. They also have excellent vocal control and are able to mimic any sound they have heard, including voices.  They use this ability to lure their prey or as psychological torture once a victim has fallen into the dragon's grasp.

Fang dragons were first encountered in the ruins of a city which fell during a demonic incursion into the Material Plane, and are most often encountered in forests near locations where demons are known to have appeared.  This has led to speculation that fang dragons were originally some other breed of chromatic dragon transformed by influenced by the Abyss.  This theory would explain a great deal about fang dragons: their irregularities when compared to other dragons, their temperament, and the reason for to Tiamat's direct intervention with their kind.

Violence Incarnate.  Virtually every part of a fang dragon's body is a weapon. Their hides are armored with bony plates that rise into projecting barbs and spurs along their backs and at limb joints.  Their long, forked tails are tipped with a pair of bony scythes.  Their wings are small, but well muscled.  While they make them poor fliers, they do make a fang dragon a particularly frustrating opponent, as it will employ its wings in combat to buffet its foes or to shield itself from attacks.

Fang dragons may lack much of the magical might of other dragons, but they have mastered physical combat. They rake with their claws and slash with their tails, attempting to knock down or stun their enemies.  These attacks are used to clear aside and disable their targets, making them easier prey.

Demonic Influence.  Fang dragons are speculated to have been the product of demonic influence on the unhatched eggs of some other yet-unidentified species of dragon.  They brutish and cruel creatures who live to inflict as much pain and destruction as possible, playing with and torturing their victims.  They are exceptionally sadistic, even by dragon standards.  They they take great satisfaction in hunting and in seeing the terror of their victims, and will often force creatures to flee for the dragon to pursue.  When the dragon catches them, it tortures them for a time, before forcing them to flee again, finally killing and eating the creature when they are not longer able run, and thus unable to further amuse it.

Fang dragons deviate greatly from other dragons in a number of ways.  Chief among them: fang dragons have no breath weapon.  Instead they have vampiric bite that drains the life from their victims.  Fang dragons’ heads are adorned with many small horns and spikes, and bare a pair of prominent, pointed ears, giving them a bat-like appearance.  Their eyes are typically a glittering red or orange color.

Mother's Shame. Fang dragons are rare, on the verge of extinction.  Their lack of breath weapon was seen as a failure by Tiamat.  At some point, the goddess chose to correct this mistake by subjecting fang dragon eggs to a ritual that "improved" the hatchlings, granting them a breath weapon, giving rise to gray dragons. She charged all gray dragons with purifying the species by hunting down and slaying any known fang dragons.

Lair and Lair Actions

Fang dragons lair in stony caves and earthen warrens. They favor heavily wooded or rough stony terrain that would make it more difficult for its victims to flee from it while posing little challenge to the dragon.

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:

  • Jagged stone shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • The dragon mimics the voice of a humanoid is has slain, imitating the screams the dragon likely heard as it tortured the creature.  Each creature within 120 feet of the dragon must succeed on a DC 15 Wisdom saving throw or be frightened of the dragon until the next initiative count 20.
  • 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.

Regional Effects

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

  • Deer and other large game are strangely absent in the area within 6 miles of the dragon's lair, hinting at the presence of an unnaturally hungry predator.
  • Small portals into the Abyss open and close at random within 1 mile of the dragon’s lair to summon lesser demons 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
1/13/2019 9:07:51 PM
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Habitat: ForestHillMountain

Sam_Hain

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