Huge Dragon, Chaotic Evil
Armor Class 20 (Natural Armor)
Hit Points 305 (27d12)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
14 (+2)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws STR +13, DEX +5, CON +12
Skills Athletics +14, Intimidation +11, Perception +13
Damage Immunities Fire
Condition Immunities Frightened
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 23
Languages Abyssal, Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Aura of Hate. The dragon passively billows out plumes of both psychedelic and intensely hot fumes. Any creature that starts its turn within 5-feet of the dragon must succeed on a DC 15 Constitution saving throw. A creature that fails this save views all nearby humanoids as those it most dislikes and takes 3 (1d6) fire damage. A creature under this effect can repeat the saving throw at the end of each of its turns spent outside of the aura, ending the effect on a success. 

Actions

Multiattack. The dragon can use its Frightful Prescence. It can then make one bite attack and two with its claws. 

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 8) slashing damage.

Tail. Melee Spell Attack: +14 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 8) fire damage.

Frightful Prescence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 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.

Breath Weapons (Recharges 5-6). The dragon uses one of the following breath weapons. 

Brimstone Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much on a successful one. Creatures normally resistant to fire damage take neutral damage from this attack and creatures normally immune are treated as if resistant. 

Hateful Breath. The dragon exhales a rippling ball of psychic energy that travels to a point the dragon can see within 240-feet of itself, then explodes into a 40-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a DC 20 Wisdom saving throw or enter a rage for 1 minute. While enraged a creature gains resistance to non-magical bludgeoning, piercing, and slashing damage and must use its action to attack the nearest living or undead creature. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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 creatures turn. The dragon regains spent legendary actions at the start of its turn.

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

Tail (Costs 2 Actions). The dragon makes a tail attack.

Aspect of Violence (Costs 3 Actions). The dragon casts the Confusion spell (DC 15).

Description

Barbarous dragons are vicious natives of the Abyss that follow the Blood War and countless other conflicts taking in the spectacle and reveling in the battles themselves on no one's side but their own. Physically barbarous dragons have thick red scales, wings and tails made of magical fire, black iron claws and fangs, and eyes that can scorch an object just by looking at it. No one is sure where these dragons arose from, but the best running theory is that they were an attempt by Yeenoghu to improve on red dragons with results that likely left the demon lord short several hundred gnoll petitioners. Barbarous dragons love war in every aspect be it hatred a soldier might have for their enemy, brother being turned on brother, the gory spectacle of the action itself, and the resulting devastation. When these horrible dragons do settle down and start a hoard its of trophies of wars they've set in motion, not necessarily ones they've fought in so a king entering the castle of a defeated foe might instead find a fiendish monster waiting to pluck his crown from his soon to be lifeless body.

Lair and Lair Actions

Barbarous dragons on the prime material plane lair in places of intense heat that were once thickly populated by other creatures (who have long since killed each other). These can include factories, volcanoes inhabited by fire immune races, and the former lairs of slain red dragons and their kobold minions. In the Abyss barbarous dragons rarely set up lairs instead preferring to follow either the blood war or one of the many demonic civil wars that wracks the plane. 

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:

  • An object visible to the dragon erupts into flames. These flames burn away paper in one turn, wood in two, and metal objects are treated as if effected by a Heat Metal spell.
  • A 10 by 10-foot space that the dragon can see of stone liquifies. Any creature that starts its turn in the space takes 6 (2d6) fire damage from the lava.

Regional Effects

The region containing a barbarous dragons lair is a place of intense heat waves and rampant violence, which creates one or more of the following effects:

  • Animals with an intelligence of 2 or less within 6 miles of the lair are chaotic evil and highly antisocial. New animals brought into the radius of the lair must succeed on a DC 10 Wisdom save or suffer the alignment shift.
  • Water brought within 6 miles of the lair evaporates twice as quickly.

If the dragon dies, these effects fade over the course of 1d20 days.

Monster Tags: fiend

Habitat: MountainUrban

MeganGoldenclaw

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