Gargantuan Dragon, Chaotic Evil
Armor Class 30 (natural armor)
Hit Points 546 (29d20 + 300)
Speed 20 ft., Climb 30 ft., Fly 200 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
18 (+4)
WIS
15 (+2)
CHA
25 (+7)
Saving Throws DEX +8, CON +18, WIS +10, CHA +15
Skills History +10, Insight +15, Intimidation +10, Perception +16, Stealth +7
Damage Vulnerabilities Cold
Damage Resistances Acid, Psychic, Ranged Attacks, Damage from Spells
Damage Immunities Bludgeoning, Fire, Necrotic, Poison, Psychic, Slashing; Bludgeoning, Piercing, and Slashing from Metal Weapons
Condition Immunities Exhaustion, Restrained
Senses Blindsight 60 ft., Darkvision 200 ft., Tremorsense 131ft, Truesight 200ft, Passive Perception 30
Languages Common, Draconic, Infernal, Primordial, Telepathy
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (10/Day). If the dragon fails a saving throw, it can choose to succeed instead.

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: +17 to hit, reach 50ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 35 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon’s choice that is within sight of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 20 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 14 hours.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 200-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.

Bonus Actions

If critical hit another time. 

Reactions

Role Dice:

2-5 : Immediate Attack 

6-8: If Monster is amused Will Not attack, Failure to amuse it will attack. 

9-10: Complete Decimation.

11: Monster disappears without a trace, monster falls back into a deep slumber if within lair. 

12- Higher: Strategic Alliance.

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.

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

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 100 feet of the dragon must succeed on a DC 25 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.

Mythic Actions

Spits fire as hot as the core of the Earth (6d20+10)

 

 

Description

The intense heat and volcanic ash surrounds the dragon whose swept-back triple horns and jagged edged spinal frill  and massive wing span doubling its size define its silhouette. Its snout vents dark purple smoke and drips drying lava at all times, and its eyes glow with flame when it is infuriated and a gold tone when amused. Scales of dragon blackened with magma colored eyes with wings containing shades of obsidian and crimson color, It's chest and maw glows a volcanic orange prior to spiting fire. 

Lair and Lair Actions

The Lair of Ancalagon The Black

Ancalagon dwells in massive cavern under a series of active volcano, within the deep halls of abandoned eldritch temple complex . Caves with volcanic or extreme geothermal activity are the most highly prized of Ancalagon's lair, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a the dragon in it's deep slumber.

With its hoard well protected deep within the lair, the dragon spends as much of its time within the mountain. For the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

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:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 30-40 foot-high, 5-10 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 100-foot radius around the dragon. Each creature other than the dragon 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 40-foot-radius sphere centered on a point the dragon can see within 200 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 the Great Dragon Ancalagon's lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Severe earthquakes are common within 6 miles of the dragon’s lair.
  • No Water Sources within 1 mile of the lair completely engulfed in molten lava and obsidian stone.
  • Rocky fissures within 1 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.
  • Constant volcanic eruptions producing sulfuric fog and pyroclastic flow surrounding 1 mile of the dragon's lair.

If the dragon dies, a earth shattering earthquake will collapse the lair and the areas surrounding it within 1.5 miles into the portal of hell from were it originated 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
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3/7/2023 5:11:33 AM
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Monster Tags: Cult of the Dragon

Habitat: HillMountainUnderdark

AncalgonTheBlack

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