Legendary Resistance (3/Day). If Za' Chien fails a saving throw, he can choose to succeed instead.
Spellcasting. Za' Chien is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Za' Chien has following sorcerer spells prepared:
Cantrips (at will): true strike
1st level (4 slots): shield
2nd level (3 slots): mirror image
3rd level (3 slots): slow
4th level (3 slots): greater invisibility
5th level (2 slots): wall of stone
6th level (1 slot): eyebite
7th level (1 slot): fire storm
Blind Rage. If Za' Chien takes 150 cumulative damage, he will be unable to fly for the remainder of the battle, yet gains various buffs detailed in the Mythic Actions section.
Multiattack. Za' Chien makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Fire Breath (Recharge 5–6). Za' Chien exhales fire in a 70-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Za' Chien 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. He regains spent legendary actions at the start of its turn.
Spellcasting. Za' Chien uses one of his spells.
Tail Attack. Za' Chien makes a tail attack.
Wing Attack (Costs 2 Actions). Za' Chien beats his wings. Each creature within 10 feet of Za' Chien must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Za' Chien can then fly up to half his flying speed.
Raging Recovery. Upon entering Blind Rage, Za' Chien recovers all of his HP.
Raging Speed. Upon entering Blind Rage, Za' Chien's movement speed is doubled.
Fury's Strength. Upon entering Blind Rage, Za' Chien's melee attacks gain an extra 1d10 damage.
Fury's Shield. Upon entering Blind Rage, Za' Chien takes 25% less damage, rounded down.
Description
The self-proclaimed emperor of dragons, Za' Chien has terrorized towns for as long as he could remember. Adding additional life force onto a red dragon's already formidable might, Za' Chien is frighteningly strong. A scourge upon the land, the monster has holed up in a distant cave to guard his vast treasure trove. Curiously, he has a fear of lightning, despite his tremendous power. A mysterious crown lays upon his head, seemingly fixed in place by magic...
Lair and Lair Actions
Za' Chien's lair is a massive cave in the center of the largest continent. To say it is a cave is an understatement, it is more of a stronghold. Alarm spells are set up across the lair by his servants, and they are on constant patrol to guard his vast treasure trove. Before the room containing the trove, there is a 80 foot by 80 foot room where Za' Chien himself stands guard.
Lair Actions
On initiative count 20 (losing initiative ties), Za' Chien takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Part of the ceiling collapses above one creature that Za' Chien can see within 120 feet of him. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- Magical waves pulse outward from the ground where Za' Chien is standing or is flying above. A creature pushed by the waves must succeed on a DC 12 Dexterity saving throw or be knocked prone.
- Four jets of mystic fire shoot up from the ground. Roll a d4 to see who is in the radius of the jets, roll another d4 to see how many of them shoot up near said creature, and then roll a melee attack roll at advantage. If a jet hits, the target must make a Dexterity saving throw, taking 18 (4d8) fire damage, or half that on a successful save.
Previous Versions
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