Gargantuan Dragon (Wizard), Lawful Neutral
Armor Class 22 (natural armor)
Hit Points 444 (24d20 + 192)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws DEX +7, CON +15, WIS +10, CHA +12
Skills Insight +10, Perception +17, Stealth +7
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Celestial, Common, Draconic, Dwarvish, Elvish, Primordial
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious. Zereni can breathe air and water.

Legendary Resistance (3/Day). If Zereni fails a saving throw, she can choose to succeed instead.

Change Shape (1/Day). Once a day zereni can magically shifts into her humanoid form, that of Madame Zereni, a Human Wizard. 

Her statistics and capabilities are replaced by those of the new form.

Spellcasting. Zereni casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:

1/day each: control winds, divination, ice storm, wall of force

Actions

Multiattack. Zereni makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack:  +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 6 (1d12) thunder damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Draconic Blessing. Zereni utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Zereni’s next turn.

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

Lightning Breath. Zereni exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. Zereni exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Reactions

Negate Spell (2/Day). When Zereni sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 8th level or lower, its spell fails and has no effect. If it is casting a 9th-level spell, it must succeed on a DC 22 Intelligence, Wisdom, or Charisma saving throw, or the spells fails and has no effect.

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.

Bite. Zereni makes a bite attack.

Draconic Blessing (Costs 2 Actions). Zereni uses draconic blessing.

Elder Tempest (Costs 3 Actions). Zereni, the Elderfang magically unleashes the wrath of the tempest. Creatures within 60 feet of Zereni, including ones behind barriers and around corners must make a DC 23 Constitution saving throw or take 44 (8d10) lightning damage, or half as much damage on a successful one.

Lair and Lair Actions

A Bronze Dragon’s Lair

A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.

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 though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.

Regional Effects

The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

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

Habitat: Coastal

CommuneDM

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