Gargantuan Undead (Chromatic), Typically Lawful Evil
Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +8, CON +14, WIS +10, CHA +11
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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

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

Rejuvenation. If the dragon's physical form is ever destroyed, her spirit returns to her spirit gem as long as the two are on the same plane of existence. If the gem comes into contact with another dragon's corpse, her spirit can take possession of that corpse to become a new dracolich. If her spirit gem is taken to another plane, her spirit has nowhere to go and passes into the afterlife.

Turn Resistance. The dragon has advantage on saving throws against any effect that turns undead.

Unusual Nature. The dragon doesn’t require air, food, drink, or sleep. 

Actions

Multiattack. The dragon uses her Frightful Presence then makes one Bite attack and two Claw attacks. Alternatively, she can use Spellcasting and Poison Breath (if available).

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage and the target is grappled (escape DC 23) and is restrained until the grapple ends. The dragon can only have two creatures grappled this way at a time.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of her must succeed on a DC 19 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.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 90-­-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):

1/day each: invisibility, mass suggestion, plant growth, speak with animals

Spellcasting. The dragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20):

2/day each: blight, cloudkill, detect thoughts, faerie fire, slow

1/day each: forcecage, power word stun, wall of thorns

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 her 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 her wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half her lying speed.

Cast a Spell (Costs 3 Actions). The dragon uses Spellcasting.

Lair and Lair Actions

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:

Avaricious Plants. Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.

Charming Fog. Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

Lashing Root. One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 (3d6) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Regional Effects

The region containing Bresarkifoth's lair is warped by her magic, which creates one or more of the following effects:

Altered Fauna. Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

Inviting Whispers. Whispers rustle in the foliage within 1 mile of the dragon's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery.

Traclesee Passages. Within 1 mile of her lair, the dragon leaves no physical evidence of her passage unless she wishes to. Tracking her there is impossible except by magical means. In addition, she ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path. 

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

Habitat: Forest

Golden_Pug

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