Gargantuan Dragon (Titan), Neutral
Armor Class 30 Natural Armor
Hit Points 585 (30d20 + 260)
Speed 60 ft., swim 90 ft., fly 120 ft.
STR
26 (+8)
DEX
16 (+3)
CON
28 (+9)
INT
30 (+10)
WIS
26 (+8)
CHA
24 (+7)
Saving Throws STR +16, INT +18, WIS +16
Skills Arcana +19, Insight +17, Investigation +19, Perception +17, Performance +12
Damage Resistances Fire, Lightning, Thunder
Damage Immunities Force, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Tremorsense 240 ft., Truesight 120 ft., Passive Perception 27
Languages Common, Celestial, Draconic, Infernal, Undercommon, Telepathy 1 Mile.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Change Shape. Zinfandel magically polymorphs into a Humanoid or beast that has a Challenge Rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any Equipment he is wearing or carrying is absorbed or borne by the new form (Zinfandel's choice).
In a new form, Zinfandel retains his Alignment, Armor Class, Hit Points, Hit Dice, ability to speak, Proficiencies, Ethereal Existence, Force Immunity, Psychic Shell, Innate Spellcasting Ability, Telekinetic Apex, and Intelligence, Wisdom, and Charisma scores, as well as this action. His Statistics and capabilities are otherwise replaced by those of the new form, except any Class Features or Legendary Actions of that form.

Ethereal Existence. Zinfandel can interact with both the ethereal plane and the physical plane at once if he wishes.

Force Immunity. Zinfandel can move freely through barriers made of force, such as a force cage or wall of force.

Master of Will. Zinfandel never has disadvantage on rolls to attempt to charm one or more creatures, and creatures can never have advantage on saving throws to resist Zinfandel’s charm attempt. In addition, if a creature that Zinfandel can see uses a spell or ability that would charm or bend the will of another creature in some way, or sees that one of those effects is already active on a creature with the caster nearby, Zinfandel may choose to free the victim and/or reflect that spell or ability back at the caster. It uses all of the initial casting creature's saves, modifiers, etc. If the target fails, the spell or ability takes effect on them, and Zinfandel is treated as the caster in the context of the spell or ability.

Innate Spellcasting. Zinfandel’s spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Zinfandel can innately cast the following spells, requiring no material components:

At-will: Arcane Hand, Etherealness, Major Image, Suggestion, Telekinesis

5/day each: Hold Monster, Project Image

3/day each: Divine Word, Mass Suggestion, Magnificent Mansion

1/day each: Dominate Monster, Psychic Scream

Psychic Shell. Zinfandel has a damage threshold of 10, meaning any damage Zin would take from a source is reduced by 10 points. If the attack is a critical hit, then it ignores this ability. Zinfandel is also immune to spells of 4th level or lower unless he wishes to be affected. He has advantage on saving throws against all other spells and magical effects.

Telekinetic Apex. Zinfandel has advantage on rolls made for ability contests with Telekinesis, and can affect objects weighing up to 8,000 pounds as well as gargantuan creatures with telekinesis. If restraining a creature with Telekinesis, Zinfandel may use a bonus action instead of an action on subsequent turns to attempt to maintain his telekinetic grip on the creature by repeating the contest.

Actions

Multiattack. Zinfandel uses his Frightful Presence if able. If in his true form, he then either makes one breath attack, casts an at-will spell and makes one attack, or makes three melee attacks, two of which must be Claw attacks. If in a humanoid form, Zinfandel instead makes 4 attacks with Komodo, or makes 2 attacks with Komodo and uses Psionic Rend or Enslave.

Bite (True Form Only). Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage plus an additional 14 (4d6) psychic damage.

Claw (True Form Only). Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) slashing damage plus an additional 14 (4d6) psychic damage.

Tail (True Form Only). Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus an additional 14 (4d6) psychic damage.

Komodo (Soul Shortsword, Humanoid Form Only). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus an additional 16 (3d10) psychic damage.

Psionic Rend (Humanoid Form Only). Zinfandel attempts to steal the thoughts of another creature within 60ft of him. The target must make a DC 25 wisdom saving throw or take 6d12 psychic damage. The target is also stunned until the end of its turn. Zinfandel learns an idea, memory or thought of that creature.

Enslave (Humanoid Form Only, Recharge 5/6). Zinfandel extends his will into a creature within 60ft, forcing it to make a DC 25 intelligence saving throw. On a failed save, Zinfandel controls that creature's next turn. 

Frightful Presence. Each creature of Zinfandel's choice within 120 feet of Zinfandel and aware of him must succeed on a DC 26 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 Zinfandel's Frightful Presence for the next 24 hours.

Forceful Projection (1/Day). As an action, Zinfandel may tap the forehead of a creature with a finger, a rippling gong noise emerging from the location touched. The creature must be mortal and have a soul. That creature must make a DC 25 Wisdom saving throw or have their soul launched out of their body and into the ethereal plane, while their physical body goes inert and collapses. The affected creature keeps their hit points, hit dice, ability score proficiencies and intelligence, wisdom, and charisma ability scores, but otherwise has their stats replaced with those of a Specter while in this ethereal state. They can spend an action on their turn to repeat the saving throw if they are standing directly over their body. If they succeed, they re-enter their body prone, returning to normal. Zinfandel may also shunt them back into their body at any time as a free action.

Soulfire Breath (Recharge 5/6, True or Humanoid Form Only). Zinfandel exhales otherworldly silver flame in a 90-foot cone. Each creature in the area of effect must make a DC 27 dexterity saving throw. On a failed save, a creature takes 105 (30d6) of your choice of either force, necrotic, or radiant damage, or half as much on a success. Creatures damaged by Zinfandel’s Soulfire Breath have their maximum hit points reduced by an amount equal to the damage taken. The creature’s maximum HP returns to normal after they finish a long rest. This affects creatures on both the physical and ethereal planes.

Reactions

Concussive Blast (Recharge 4/6). If Zinfandel is hit by an attack from a creature within 60 feet of him, he hurls a telekinetic pulse of energy at the creature, disorienting it and sending it flying. The creature must make a DC 27 strength saving throw. On a failed save, the creature takes 6d6 psychic damage and 6d6 force damage, is pushed back 90 feet, and is knocked prone and stunned until the start of their next turn, taking half damage and not being pushed, knocked prone or stunned on a success.

Legendary Actions

Zinfandel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zinfandel regains spent legendary actions at the start of its turn.

Detect. Zinfandel makes a Wisdom (Perception) check.

Tail. Zinfandel makes a tail attack.

Move. Zinfandel moves up to 30 feet.

Spell (Costs 2 Actions). Zinfandel casts an at-will spell.

Forceful Projection (Costs 3 Actions). Zinfandel uses his Forceful Projection ability.

Shrieking Takeoff (Costs 3 Actions). Zinfandel casts Psychic Scream, then moves up to half his flying speed.

Weakness Exposure (Costs 3 Actions, Recharge 6). Zinfandel stares into the soul of a creature he can see, bringing its vulnerabilities to the surface. That creature has disadvantage on saving throws and has its AC reduced by 5 until the end of Zinfandel’s next turn.

Previous Versions

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SoulOfCrimson

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