Gargantuan Dragon, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 1537 (75d20 + 750)
Speed 50 ft., Climb 50 ft., Fly 100 ft.
STR
30 (+10)
DEX
8 (-1)
CON
30 (+10)
INT
22 (+6)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws DEX +7, CON +18, WIS +11, CHA +15
Skills Perception +17, Stealth +6
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day).  If Ah'za'kree fails a saving throw, it can choose to succeed instead.

Actions

Multiattack.  Ah'za'kree can use its Frightful Presence.  He then makes four attacks: one with its bite, two with its claws, and one with its tail.

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 Ah'za'kree's choice that is within 120 feet of him and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for one 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 Ah'za'kree's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6).  Ah'za'kree 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.

Legendary Actions

Ah'za'kree 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.  Ah'za'kree regains spent legendary actions at the start of his turn.

Detect.  Ah'za'kree makes a Wisdom (Perception) check.

Tail Attack.  Ah'za'kree makes a tail attack.

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

Lair and Lair Actions

Ah'za'kree’s Lair

Ah'za'kree's lair in is anywhere in the firescorched wastes of Grindle.  In his awakening, volcanic and geothermal activities are frequent, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over Ah'za'kree as he sleeps.

With his hoard well protected deep within the lair, Ah'za'kree spends as much of his time outside the mountain as in it.  For Ah'za'kree, the great heights of the world are the throne from which he can look out to survey all it controls—and the wider world he seeks to control.

 

Lair Actions

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

  • Magma erupts from a point on the ground Ah'za'kree 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 Ah'za'kree.  Each creature other than Ah'za'kree 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 Ah'za'kree 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 Ah'za'kree is warped by the hismagic, which creates one or more of the following effects:

  • Small earthquakes are common within Grindle
  • Water sources within 10 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 10 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 Ah'za'kree dies, these effects fade over the course of 3d20 days.

ILikeDucks9000

Comments

Posts Quoted:
Reply
Clear All Quotes