Large Dragon, Chaotic Good
Armor Class 26 (scale mail)
Hit Points 538 (49d10 + 269)
Speed 45 ft.
STR
26 (+8)
DEX
25 (+7)
CON
26 (+8)
INT
25 (+7)
WIS
24 (+7)
CHA
25 (+7)
Saving Throws STR +17, CON +17
Skills Athletics +17, Insight +16, Perception +16, Survival +16
Damage Resistances Cold
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Exhaustion, Frightened
Senses Darkvision 60, Passive Perception 26
Languages Common, Divine, Draconic, Primordial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Berserk. Whenever Vander starts his turn with 165 hit points or fewer, roll a d6. On a 6, Vander goes berserk. On each of his turns while berserk, Vander attacks the nearest creature he can see. If no creature is near enough to move to and attack, Vander attacks an object, with preference for an object smaller than himself. Once Vander goes berserk, he continues to do so until he goes unconscious or regains all his hit points.

Relentless Rage. If Vander is slain, his body is destroyed but his anger refuses to let him rest, fashioning a new body for itself in 3d20 days. It can fashion a new body even if it's old body was burned to ash. When the body is complete, Vander regains all his hit points and becomes active again. Vander's new body appears anywhere within 100 miles of where Vander was slain.

Reckless. At the start of his turn, Vander can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Spiked Armor. At the start of each of his turns, Vander deals 9 (2d8) magical piercing damage to any creature grappling him.

Legendary Resistance (5/Day). If Vander fails a saving throw, he can choose to succeed instead.

Special Equipment. Vander carries a magical greatsword named Dragontongue Sword, and wears magical scale mail armor named Titan Scale. They are both +3 magical items.

Innate Spellcasting. Aspect of Vander's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attack rolls). Vander can cast the following spells, requiring no material components:

At will: produce flame (at 17th level), control flames, burning hands (as a 5th level spell), fireball

1/day each: fire stormwall of fire, fire shield (warm only)

Actions

Multiattack. Aspect of Vander makes four attacks with his Dragontongue Sword, and then uses Leadership.

Dragontongue Sword. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 25 (4d6 + 11) slashing damage plus 17 (5d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Leadership. Vander utters a special command or warning to one creature he can see within 30 feet of him. In the next minute the creature can add a d12 to one attack roll or saving throw it makes provided it can hear and understand Vander. A creature can benefit from only one Leadership die at a time. This effect ends if Vander is incapacitated.

Fire Breath (Recharge 5-6). Vander exhales fire in a 30-foot cone. Each creature in the area must make a DC 26 Constitution saving throw, taking 73 (21d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Divine Wrath (Recharges on a Short or Long rest). Vander enters an enraged state regaining 24 (3d10 + 8) hit points. The rage lasts for 1 minute, ending early only if he decides to end it as a bonus action. While raging, Vander gains the following benefits:

  • Vander has advantage on Strength checks and Strength saving throws
  • When he makes a melee weapon attack, Vander gains a +4 bonus to the damage roll.
  • Vander has resistance to bludgeoning, piercing, and slashing damage.
Reactions

Parry. Vander adds 9 to his AC against one melee attack that would hit him. To do so, Vander must see the attacker and be wielding a melee weapon.

Legendary Actions

Aspect of Vander 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. Aspect of Vander regains spent legendary actions at the start of its turn.

Detect. Vander makes a Wisdom (Perception) check.

Attack. Vander makes one melee weapon attack.

Killing Intent (Costs 2 Actions). Vander fixes his gaze on a creature he can see within 60 feet of him forcing them to make DC 24 Wisdom saving throw or become frightened until the end of his next turn. A creature becomes immune to Vander's Killing Intent for 24 hours, if they succeed on the saving throw.

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