Gargantuan Dragon (Titan), Chaotic Good
Armor Class 22 (natural armor)
Hit Points 531 (26d20 + 245)
Speed 40 ft., Fly 75 ft., Climb 40 ft.
STR
27 (+8)
DEX
11 (+0)
CON
28 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
25 (+7)
Saving Throws DEX +8, CON +17, WIS +10, CHA +15
Skills Arcana +11, History +11, Perception +16, Stealth +7
Damage Immunities Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Exhaustion, Paralyzed, Petrified
Senses Blindsight 60 ft., Truesight 30 ft., Passive Perception 26
Languages Common, Draconic, Primordial
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Elder Ethereality. This dragon is always under the effects of Greater Invisibility and can only be spotted when present with a DC 18 Perception check

Siege. Deals double damage to structures.

Innate Spellcasting. Azura's spellcasting ability is Charisma (Spell save DC 23). She can cast the following spells, requiring no material components:

1/day each: Watery Sphere, Etherealness, Warding Wind, Teleport

Spellcasting. Azura is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Azura has the following sorcerer spells prepared:

Cantrips (at will): Prestidigitation, Ray of Frost, Minor Illusion, Shape Water

1st level (4 slots): Color Spray, Ice Knife, Chromatic Orb, Detect Magic

2nd level (3 slots): Shadow Blade, Misty Step, Crown of Madness, Detect Thoughts

3rd level (3 slots): Blink, Haste, Tidal Wave

4th level (3 slots): Dimension Door, Banishment

5th level (2 slots): Synaptic Static, Seeming

6th level (1 slots): Disintegrate, Globe of Invulnerability, Mental Prison

7th level (1 slot): Prismatic Spray, Whirlwind

Metamagic. Azura has the following metamagics (14 sorcery pts.)

Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level

Actions

Multiattack. Azura can use her Frightful Presence. She then 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.

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

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of Azura's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 Azura's Frightful Presence for the next 24 hours.

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

Force Breath. Azura exhales an cone of intense energy in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 71 (10d12) force damage and being pushed 30 feet away on a failed save, or half as much damage and not moved on a successful one.

 Impeding Breath. Azura charges a burst of kinetic energy and releases it in a 45 foot radius of itself.Each creature must succeed on a DC 23 Constitution saving throw or be under the effects of the slow spell 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.

Change Shape. Azura magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. She reverts to its true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Azura's choice).

In a new form, the she retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Azura 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. She regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. Azura can makes a tail attack.

Wing Attack (Costs 2 Actions). Azura beats her wings. Each creature within 15 feet of the Azura must succeed on a DC 24 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. She can then fly up to half its flying speed.

Spell Cast (Cost 2 Actions). Azura casts a spell from her spell list that is 4th level or below 

Singularity (Cost 3 Actions)(2/day). Azura chooses a creature withing 120 feet and forces them to make a DC 21 Constitution save. If the creature succeeds, they resist the effect. If the creature fails, the are under the same conditions as the slow spell, and must make the check again at the end of their next turn. If they fail the second time, the gravity around them becomes so intense they are petrified. They gain all benefits of being petrified, but it looks as though they are simply not moving. If the creature is already under the effects of the Slowing Roar and fails the save, they are immediately petrified.

Lair and Lair Actions

Ethereal Dragon

Ethereal dragons dwell within the ethereal plane. They are extremely rare and make their lairs somewhere safe inside of a society they have associated themselves with. They create hidden tunnels that lead to expansive caverns and labyrinths inside of the ethereal plane. A lucky adventurer could find pieces of the hoard hidden in small deposits along the way, placed to draw them into traps or minions of the dragon to keep them from the main hoard.

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 a heavy field of gravity within the lair. All creatures including the dragon move at half speed, and must make a DC 16 Strength save or fall prone. If the creature is flying through nonmagical means, they fall to the ground.
  • Ethereal tendrils lash out from the ground and walls, dealing 6(1d10) force damage. All creatures the dragon chooses must make a DC 15 Dexterity save or be grappled.
  • Up to two targets the dragon chooses are sent to the Ethereal Plane until the next lair action begins.

Regional Effects

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

  • Once per day, the dragon can alter the perceived weather in a 5-mile radius centered on its lair. The effects given are the same as the Mirage Arcane spell
  • Within 1 mile of the lair, rifts into the ethereal plane may open in randomly scattered spots.
  • Creatures and objects within 500 feet of the dragon may randomly disappear, being shoved into the ethereal plane by its presence.

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

Previous Versions

Name Date Modified Views Adds Version Actions
6/18/2021 7:37:49 PM
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6/26/2022 12:59:43 AM
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Habitat: UnderwaterUrban

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