Gargantuan Dragon, Chaotic Evil
Armor Class 26 (natural armor)
Hit Points 987 (70d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws DEX +8, CON +17, WIS +14, CHA +15
Skills Arcana +11, Perception +6, Persuasion +8, Stealth +7
Damage Resistances Cold, Lightning, Poison, Thunder
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 30
Languages Abyssal, Common, Deep Speech, Draconic, Infernal
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 plus 14 (4d6) fire 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 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 the dragon's Frightful Presence for the next 24 hours.

Spellcasting. The dragon can cast spells using its charisma modifier as it's spellcasting ability. The dragon knows a number of spells equal to it's charisma modifier (minimum of 1) and can cast each once per long rest without the need for material components. The dragon's spell attack bonus is +15 and has a save DC of 23. The highest level spell the dragon can cast is level 8 spells. 

Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Counterspell. The dragon can cast counterspell as a reaction up to 8th level.

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.

Description

Charvek was born in the mountain he calls home, the mountain of Grastosh. He has spent his entire life building it into the perfect home for himself. He has carved out multiple levels of the mountain into a deep network of caves and caverns.

There was once a cult dedicated to serve the Hidden Rose. Their mark can be seen in the mountain as there are still many rooms that contain their ritual rites and items. There was also an Archmage who was the leader of the cult for awhile who helped Charvek hone his innate magical abilities into spellcasting abilities. 

Charvek stays in the deepest portion of the mountain for most of his time, but he does have one area at the top of the mountain where he will sometimes sit and watch the horizon from. 

Charvek has a loathing towards adventurers that burns in his heart, that is why his mountain is rigged with many a trap. He also has watchful eyes in specific places in the caverns that will see oncoming adventurers. And he has roaming half-dragon soldiers to take out any weak prey if they try and make their way towards him.

There are many secrets to be found within the mountain of Grastosh, of the two cults that had taken up residence there. And the Archmage who actually was a Lich in disguise trying to gain power by controlling a dragon. So far he has failed twice but he has also escaped. 

 

Lair and Lair Actions

Charvek's Lair

 Charvek's lair resides multiple levels below the mountain of Grastosh. His lair contains small lava pits spread out around him and a high ceiling so that he can still fly away from intruders if need be.

Throughout the lair complex, servants erect monuments to the Charvek's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. However, inside this mountain Charvek's father also made his throne, and his story can also be seen inside the caverns of caves.

 

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:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone and that area is considered rough terrain until the next round.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

 

 

Regional Effects

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

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/27/2019 10:53:05 PM
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3/3/2019 2:31:23 PM
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Coming Soon

Habitat: HillMountain

akinney11

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