Legendary Resistance (3/Day). If the Armadrakon fails a saving throw, it can choose to succeed instead.
Tunneler. The Armadrakon can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Spiky Carapace. All creatures that make successful melee attacks made on the Armadrakon take 1d12 damage after the attacks damage is dealt.
Multiattack. The Armadrakon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 24 (4d8 + 6) [Piercing] damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 16 (3d6 + 6) [Piercing] damage.
Tail. All creatures within a 20ft cone behind the Armadrakon must make a DC 18 dexterity check or take 32 (4d12+6) bludgeoning damage and knocked prone. On a success the creature takes half damage and does not fall prone
Frightful Presence. Each creature of the Armadrakon’s choice that is within 120 feet of the Armadrakon and aware of it must succeed on a DC 17 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 Armadrakon’s Frightful Presence for the next 24 hours.
Magma Breath (Recharge 5-6). The Armadrakon retches a 20 foot cone of magma that burns everything in its path. All creatures inside this cone must make a dexterity saving throw DC 18 and take 66 (12d10) fire damage and set ablaze on a failed save or half as much on a successful save and are not set ablaze. Creatures that are set ablaze take 16 (3d6) fire damage at the start of their turns for a minute. A creature can put these flames out if themselves or another creature uses an action to put the flames out.
Curl. The Armadrakon uses it’s action to curl up into a ball, increasing it’s armour class by +5 and reduces its speed to 0. The Armadrakon fails dexterity saving throws and gains advantage on strength ability checks and saving throws. On its next turn the Armadrakon can use the Spike explosion action and as its bonus action.
Spike Explosion. (Recharge 5-6) (This action an only be used when the Armadrakon had taken the curl action the turn before). The Armadrakon unleashes a barrage of spikes in every direction. Every creature within 30 ft of the Armadrakon must make a DC 18 dexterity check or take 33 (6d10) piercing damage.
Uncurl. The Armadrakon uncurls itself, losing all conditions the curl action had given it
The Armadrakon 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 Armadrakon regains spent legendary actions at the start of its turn.
Detect. The Armadrakon makes a Wisdom (Perception) check.
Claw Attack. The Armadrakon makes a claw attack.
Tail Attack (Costs 2 Actions). The Armadrakon makes a tail attack.
Wing Attack (Costs 2 Actions). The Armadrakon beats its wings. Each creature within 10 feet of the Armadrakon must succeed on a DC 18 Dexterity saving throw or take 15 (2d8 + 6) bludgeoning damage and be knocked prone. The Armadrakon can then fly up to half its flying speed.
Description
The Armadrakon is a force of nature, a creature not to be reckoned with. Its body spanning 20ft and its huge barbed tail spanning another 20ft behind it. This draconic monstrosity thrives within the dunes of a great desert, using its body two twist, propel and tunnel through the sand. it stalks its prey waiting for the perfect moment. It strikes from beneath and launches itself upwards as a whale launches itself from the ocean. As it falls back down towards it uses its tail to spin at high speeds as it burrows into the dunes once again
Lair and Lair Actions
An Armadrakon Lair
An Armadrakon creates its lair from a maze of tunnels its burrowed deep beneath the desert dunes. A large barrow sits in the centre of this amalgamation of tunnels, where it gathers bones and lays it eggs.
Lair Actions
On initiative count 20 (losing initiative ties), the Armadrakon takes a lair action to cause one of the following effects:
- The Armadrakon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A burst of fire originates at a point the Armadrakon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) fire damage and be blinded until the end of its next turn.
Regional Effects
The region containing a legendary Armadrakon’s lair is warped by the Armadrakon‘s magic.
- Once per day, the Armadrakon can alter the weather in a 6-mile radius centered on its lair. The Armadrakon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Non-magical plants within 6 miles of the Armadrakon‘s lair are set ablaze.
- Within its lair, the Armadrakon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the Armadrakon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
Previous Versions
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Coming Soon
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