Gargantuan Dragon, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 353 (20d20 + 144)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
STR
26 (+8)
DEX
8 (-1)
CON
26 (+8)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +7, CON +16, WIS +10, CHA +11
Skills History +12, Intimidation +13, Perception +14, Persuasion +15
Damage Resistances All
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 24
Languages Common, Draconic
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Dragonskin. Grants resistance to all damage types, unless its source is explicitly designed to inflict extra damage against dragons. Additionally, prevents all temporary status effects, instant death, imposed disadvantage on attacks, and being forcefully moved by any source.

Rightful God. Attacks made against creatures suffering a status effect increase that status effect's duration by 1d4 turns on hit and bypass any damage resistances.

Undying Soul. Upon reaching 0 hit points, the core of the dragon separates from the rest of the body. It is a floating fleshy sphere, covered in various gaping mouths and eyes. It shares the same traits and stats as the body, but has access to new actions. It has a size of Huge and 250 (10d20 + 145) hit points.

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

Siege Monster. The dragon deals double damage to objects and structures.

Actions

Multiattack (First Phase). Anankos can use his Silencing Presence. He then makes three attacks: one Tidal Breath and two with his claws.

Multiattack (Second Phase). Anankos can use his Silencing Presence. He then makes three attacks: one Apotheosis and two Tidal Breath actions.

Claw (First Phase). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail (First Phase). Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Silencing Presence. Each creature of Anankos' choice that is within 120 feet of the dragon and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened and silenced 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 Silencing Presence for the next 24 hours.

(Silenced: A silenced creature cannot speak, is unable to cast spells with a verbal component, and cannot communicate with other creatures verbally.)

Tidal Breath. Anankos coalesces, then fires a sphere of opaque, magically charged water at a point within sight. Each creature in a 20-foot-radius sphere centered on that point must make a DC 16 Dexterity saving throw. A target takes 18 (4d8) bludgeoning damage and is silenced for 1d4 turns on a failed save, or half as much damage on a successful one.

Apotheosis (Second Phase). Anankos focuses his fury on a single creature within 150 feet, assaulting them with a mental onslaught of whispers and visions. The target must make a DC 18 Intelligence saving throw. On a failed save, the target takes 28 (8d6) psychic damage and is stunned. On a successful save, the target takes half as much damage and isn’t stunned. A stunned target can repeat the saving throw at the end of each of its turns.

Grey Waves (Recharge 5–6). Anankos releases a highly pressurized blast of opaque, magically charged water in a 25 foot radius circle around himself. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) bludgeoning damage and being silenced for 1d4 turns on a failed save, or half as much damage on a successful one.

Legendary Actions

Anankos 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. Anankos regains spent legendary actions at the start of his turn.

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

Tail Attack (First Phase). Anankos makes a tail attack.

Wing Attack (Costs 2 Actions, First Phase). Anankos beats his wings. Each creature within 15 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.

Tidal Breath (Second Phase). Anankos makes a Tidal Breath attack.

Continual Reincarnation (Costs 2 Actions, Second Phase). Anankos warps reality to nullify damage dealt to him. He heals an amount equal to half of the damage of the most recent attack to hit him. This action does not function if the most recent attack was from a source explicitly designed to inflict extra damage to dragons, or radiant damage.

Dimension Slip (Costs 2 Actions, Second Phase). Anankos warps reality to transport himself away from danger. Each creature within 15 feet of the dragon must succeed on a DC 24 Intelligence saving throw or take 14 (4d6) psychic damage and be stunned. The dragon can then teleport to any location within 150 feet, and repeat the damage check.

Lair and Lair Actions

Anankos' Lair

Anankos is the progenitor god of the Kingdom of Valla, with complete control of its terrain, populace, and even laws of physics. He is initially sealed away deep within Castle Gyges, plotting and manipulating the outside world with legions of minions. Once released, he assaults intruders with the full might of his draconic power, even tearing apart his sanctum in the heart of the castle in his rage.

The land of Valla is wholly weird to any who enter it. Islands float in the sky. Lakes contain portals to other planes. Cliffsides lead to a bottomless dark void. The entire nation is infused with an innate magic that infects minds within its borders with whispers, hallucinations, and madness. It was once a part of the Material Plane, but was excised once Anankos sealed himself away, creating a demiplane between the Material Plane and the Outer Planes.

Creatures under Anankos' thrall act as his eyes and ears, relaying details of intruders to their master. They do not have a will of their own, instead silently and robotically repeating their assigned tasks as the infinite years wear on.

Castle Gyges itself is a decrepit ruin made entirely of stone, on a cliffside above a great void. Its hallways are dirty and full of cobwebs. In the very bottom of the castle is an unfinished throne room where Anankos lays sealed inside of the rough, rocky walls, with only a giant stone mask to mark his location. Once unsealed, he topples most of the castle upon itself, creating a great stone platform that begins to crumble into the void below. 

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:

  • Castlefall. Castle Gyges begins to collapse, striking all creatures (that are not Anankos) within it. These creatures must make a DC 22 Dexterity saving throw or take 5d10 + 25 bludgeoning damage and be knocked prone. This action may only be used once.
  • Call to Valla. Anankos summons 2d4 of his subjects to destroy the intruders. They may be any humanoid (human) creature with a CR of 10 or below that may be found in the surrounding kingdom. This does not include named, unique NPC enemy creatures. They are charmed and completely under Anankos' control. They are teleported to anywhere within sight of Anankos upon being summoned.
  • Toll of Valla. Up to 4 creatures within sight who are dead or dying are possessed to mindlessly return to life and attack any intruders, as in Call to Valla. If a targeted creature is a character that is making death saving throws, it may make a DC 18 Wisdom saving throw to negate this possession. If the character has more death saving throw successes than failures, they make this check with advantage. Likewise, if they have more failures than successes, they make this check with disadvantage. This check can be repeated once possessed, if the creature has a strong reason to want to escape its possession.
  • Deterioration. The remaining sections of the castle fall away into the void below the cliffside, destroying up to 3 10-foot squares of the lair. Any creature on those squares must make a DC 13 Dexterity saving throw or fall into the void and be transported to a random point in the Material Plane. Most commonly, creatures will be transported to the shallows of lakes.

Regional Effects

The Kingdom of Valla is ambiently influenced by Anankos' magic, which creates the following effects:

  • Fog obscures the terrain within the region, hiding details and locations of importance. Passive perception of any creature that does not have Truesight or Blindsight is reduced by 2 while they are there.
  • Islands of earth may change location, split apart, or merge together, changing the landscape and layout of the region constantly.
  • Intelligent creatures within the region can hear constant whispering in their ears while within the region that grows louder as they approach Castle Gyges. The voices prey on the creature's fears and promise untold power and loving safety. Any creature that spends one month within the realm must succeed on a DC 8 Wisdom saving throw while they sleep there, or they will be further suggested towards joining Anankos' legion, which increases the check's DC by 1 until it reaches 20. If the DC reaches 20 and the creature fails, it is fully charmed by Anankos and serves him without question in whatever way he desires. Whenever the charmed creature takes damage, it can repeat the saving throw to escape the dragon's control. All controlled creatures are immediately freed upon the dragon's death.

If the dragon dies, the fog fades, the populace regain their sanity and independence, and the demiplane begins to merge with the Material Plane once more, returning the strange terrain to its former order.

Previous Versions

Name Date Modified Views Adds Version Actions
8/22/2022 8:48:11 AM
11
1
--
Coming Soon
LinkdAether

Comments

Posts Quoted:
Reply
Clear All Quotes