Gargantuan Dragon, Lawful Evil
Armor Class 23 (natural armor)
Hit Points 663 (34d20 + 306)
Speed 50 ft., Fly 100 ft., Swim 50 ft.
STR
30 (+10)
DEX
16 (+3)
CON
29 (+9)
INT
18 (+4)
WIS
21 (+5)
CHA
28 (+9)
Saving Throws DEX +11, CON +17, WIS +13, CHA +17
Skills Deception +25, Insight +21, Perception +21, Persuasion +25, Stealth +10
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Paralyzed, Poisoned, Unconscious
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 31
Languages Common, Draconic, Elvish, Infernal
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The dragon can breathe air and water.

Fire Aura. At the start of each of the dragon’s turns, each creature within 10 feet of it takes 21 (6d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 21 (6d6) fire damage. Nonmagical weapons that hit the dragon are destroyed by fire immediately after dealing damage to it. It can suppress or express this aura as a free action on its turn.

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: blindness/deafness, command, charm person, detect magic, hold person, identify, sending, suggestion

3/day each: death ward, dispel magic, fire shield, mass suggestion, scrying, wall of fire

1/day each: delayed blast fireball, divine word, hallow, incendiary cloud, teleport, true seeing

Hellfire. Any fire damage dealt ignores any damage resistance the target has. If fire damage dealt by the dragon kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs, devils, and undead are immune to this effect.

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

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

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: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 21 (6d6) fire damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 21 (6d6) fire damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The dragon can have only one creature grappled in this way at a time.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 21 (6d6) fire damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.

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 25 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 (Recharge 5–6). The dragon uses one of the following breath weapons.

Hellfire Breath. The dragon exhales infernal fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 44 (8d10) fire damage and 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 25 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Change Shape. The dragon magically polymorphs into a humanoid, fiend, or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Summon Devil (1/day) The dragon chooses what to summon and attempts a magical summoning.

The dragon summons 2d4 horned devil, 1d4 ice devil, or one pit fiend with no chance of failure.

A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 hour, until it or its summoner dies, or until its summoner dismisses it as an action.

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.

Attack. The dragon makes one Claw or Tail attack

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

Fling (Costs 2 Actions). The dragon releases one creature it is grappling by flinging the creature up to 120 feet away from it, in a direction of its choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was flung and lands prone. If the dragon is flying, the creature takes this damage or the appropriate falling damage, whichever is greater.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 26 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.

Heat Wave (Costs 3 Actions). The dragon emits scorching heat. All creatures within 120 feet of the dragon must make a DC 26 Constitution saving throw, with disadvantage if they are in direct contact with an object made of metal. On a failure, a creature takes 42 (12d6) fire damage and gains a level of exhaustion. On a success, a creature takes half as much damage without any other effect.

Description

The great dragon Batillus was once a beacon of the good and fair, defending anything from large cities to individual adventurers on his many travels. But, everything good must come to an end eventually, not with his death but with a betrayal of his own ideals. This forced alignment shift was met with extreme caution to all those around him but one -- The Red King, Eglecias -- who had a proposition for him. Join the Red Heavenly Kingdom of Ardor, live in its majestic mountains and castle, form a hoard unrivaled by any of his golden kin... and become King... just as a start. Easy decision, truly. The greatest treasures are the enemies you turned into friends along the way.

Though Batillus often remains in a humanoid form to rule, his presence in Ardor has changed the regional environment enough to be noticeable. At present, Batillus' status as a golden dragon is an open secret within Ardor and other surrounding lands, and is often called titles such as "The Golden Saint of the Red Heavenly Kingdom" and "The Golden Wyrm" on formal occasions rather than his true title "The Red Heavenly King."

Lair and Lair Actions

Batillus' Lair

Like many of his kin, the Golden Wyrm Batillus made his lair in a castle with numerous loyal creatures as guards. Surrounded by idyllic peaks and rough, complex terrain, this castle is highly defensible and unlikely ever to see siege. Batillus prides himself on both the beauty and bulwark of his lair and will not stand for any tarnish by anyone, visitor or civilian.

Lair Actions

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

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 16 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
  • Batillus sounds an alarm, which causes 3d4 Half-Gold Hellfire Dragon Veterans to appear in unoccupied spaces of his choice within 200 feet of him. The veterans roll initiative when they appear. They remain until they die or Batillus uses an action to dismiss any or all of them. Batillus can have no more than twelve veterans summoned by this ability at a time.
  • The dragon casts its innate [spell]blindness/deafness[/spell[ spell.

Regional Effects

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

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. Intelligent creatures within 1 mile of the lair frequently see haunting hallucinations of long-dead friends and comrades within that mist that vanish after only a brief glimpse.
  • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
1/4/2023 8:00:45 AM
23
0
2
Coming Soon

Monster Tags: Devil

Habitat: ForestGrassland

FritterGuard

Comments

Posts Quoted:
Reply
Clear All Quotes