Huge Dragon, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 416 (26d12 + 238)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
20 (+5)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, INT +11, WIS +7, CHA +11
Skills Arcana +11, Perception +13, Stealth +6
Damage Immunities Fire
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Contingency. When Vallatrix is reduced below half her hit point maximum, haste is automatically cast on herself.

Mindblank. Vallatrix is immune to psychic damage, any effect that would sense her emotions or read her thoughts, divination spells, and the charmed condition.

Spell Casting. Vallatrix is a 15th-level Spellcaster. Her spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). She has the following wizard spells prepared.

Cantrips (at will): mage hand, minor illusion, fire bolt
1st Level (4 slots): detect magic, magic missile, shield, thunderwave
2nd Level (3 slots): detect thoughts, invisibility, suggestion, mirror image
3rd Level (3 slots): animate dead, counterspell, dispel magic, fireball
4th Level (3 slots): blight, dimension door
5th Level (2 slots): cloudkill, scrying
6th Level (1 slot): disintegrate, globe of invulnerability

Actions

Multiattack. Vallatrix can use her Frightful Presence. She then makes three attacks: one with her bite and two with her 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.

Frightful Presence. Each creature of Vallatrix's choice that is within 120 feet of her and aware of her must succeed on a DC 19 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 Vallitrix's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6).  Vallatrix exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Vallatrix 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. Vallatrix regains spent legendary actions at the start of its turn.

Fire Bolt. Ranged Spell Attack: +11 to hit, reach 150 ft., one target. Hit: 17 (3d10) fire damage.
Tail Attack. The Vallatrix makes a tail attack.
Wing Attack (Costs 2 Actions). Valltrix beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Vallatrix can be found in the epic level one shot "Fire & Ice" written by Ricky, "Zip" L, Aviad Tal and produced by Zipperon Games.  It can be purchased from DriveThru RPG.

Lair and Lair Actions

Vallatrix’s Sanctum

Vallatrix's Sanctum resides under a snow and ice covered mountain.

With her hoard well protected in a demi-plane hidden within the lair, Vallatrix focuses her attention on giving orders through her crystal ball.

Lair Actions

On initiative count 20 (losing initiative ties), Vallatrix takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:

  • Magma erupts from a point on the ground Vallatrix 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 Vallatrix. 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.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Vallatrix 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.

 

Habitat: HillMountain

DM_Ymker

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