Gargantuan Dragon, Any Chaotic Alignment
Armor Class 25 (natural armor)
Hit Points 666 (28d20 + 120)
Speed 40 ft., Fly 80 ft., Climb 40 ft.
STR
30 (+10)
DEX
15 (+2)
CON
30 (+10)
INT
20 (+5)
WIS
19 (+4)
CHA
30 (+10)
Saving Throws STR +18, DEX +10, WIS +12, CHA +18
Skills Insight +10, Persuasion +16, Stealth +9
Damage Immunities Fire
Senses Blindsight 60 ft., Passive Perception 1
Languages Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8
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 24 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Necrotic Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Intelligence saving throw or have disadvantage on Intelligence-based spell rolls, Intelligence checks, and Intelligence saving throws 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.

 

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.

Lair and Lair Actions

An Ember Dragon’s Lair

Ember dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near volcanos and deserts.

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:

  • The dragon causes a geyser by stomping.
  • The dragon flaps its wings causing a massive gust of wind.

Regional Effects

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

  • In a 1 mile radius massive geysers start to form
  • in a 10 mile radius the area becomes scorched
  • In a 100 mile radius the area starts to birth fiends

If the dragon dies, these effects end in 10 years.

Previous Versions

Name Date Modified Views Adds Version Actions
4/21/2022 3:17:15 PM
4
1
5
Coming Soon

Habitat: DesertMountain

TITANFELL_SANS

Comments

Posts Quoted:
Reply
Clear All Quotes