Chromatic Awakening (Recharges after a Short or Long Rest). If Ziron would be reduced to 0 hit points, its current hit point total instead resets to 800 hit points, it recharges its Breath Weapon, its Breath Weapon damage increases to 90 (15d12), it grows by several feet, its Armor Class becomes 26, and it regains any expended uses of Legendary Resistance. Additionally, Ziron can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Ziron after its Chromatic Awakening activates.
Legendary Resistance (5/Day). If Ziron fails a saving throw, it can choose to succeed instead.
Unusual Nature. Ziron doesn’t require food or drink.
Amulet of Supremacy (Wondrous Item, Artifact). When worn, the amulet maximizes the natural powers and spellcasting abilities of a dragon. It increases the destructive potential of the dragon's breath weapon and extended the duration, area of effect, and damage of the spells they cast to their highest capabilities. Any being other than a Greatwyrn Dragon who attempted to wear an Amulet of Supremacy dies instantly by disintegration.
Crown-Ring of Ziron (Wondrous Item, Artifact). Once per day, upon command, the wearer of the Crown-Ring can summon 1d4+1 Red Abishai.
Orb of Dragonkind (Wondrous Item, Artifact). Spells: The orb has 7 Charges per day. If you control the orb, you can use an action and expend 1 or more Charges to cast one of the following Spells (save DC 18) from it: Cure Wounds (5th-level, 3 charges), Daylight (1 charge), Death Ward (2 charges), or Scrying (3 charges). You can also use an action to cast the Detect Magic spell from the orb without using any Charges.
Call Dragons: Use an action to cause the artifact to issue a Telepathic call that extends in all Directions for 40 miles. Evil Dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Once you have used this property, it can't be used again for 1 hour
Multiattack. Ziron makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. Ziron can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6). Ziron exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) fire damage. On a successful save, the creature takes half as much damage.
Sorcerer Spells Known. Save (DC 25)
9th (2/day) - Deafening Breath, Meteor Swarm
8th (2/day). - Breath Weapon Admixtur, Enervating Breath, Feeblemind
7th (4/day). - Greater Arcane Sight, Greater Stunning Breath, Project Image
6th (4/day). - Disintegrate, Find the Path, Mass Suggestion, True Seeing
5th (6/day). - Burning Blood, Ethereal Breath, Legend Lore, Superior Magic Fang, Wall of Force
4th (6/day). - Dispelling Breath, Fire Shield, Phantasmal Killer, Rebuking Breath, Wall of Fire
3rd (6/day). - Blinding Breath, Fireball, Nondetection, Tongues
2nd (6/day). - Alter Self, Detect Thoughts, Enhance Ability, Invisibility, Locate Object, Razorfangs, Suggestion
1st (8/day). - Alarm, Expeditious Retreat, Feather Fall, Shield, Unseen Servant
Cantrips (at will). - Gust, Infestation, Message, Sword Burst, Thunderclap
Change Shape. Ziron magically transforms into any Humanoid or Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it.
Breath Cast. Ziron can use a spell that specifically states that it takes a bonus action to cast.
Ziron can take 5 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. Ziron regains spent legendary actions at the start of its turn.
Attack. Ziron makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). Ziron beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Ziron can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). Ziron creates four spears of magical force. Each spear hits a creature of Ziron’s choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
If Ziron’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. Ziron makes one Bite attack.
Chromatic Flare (Costs 2 Actions). Ziron flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 27 (5d8 + 5) fire damage.
Description
Ziron, The Dragonlord, Chosen of Tiamat, Ruler of the Vaven Kingdom is a male fiendish Chromatic Greatwyrm who has survived for over seventeen hundred years of mortal life and acquired vast hoards worth millions of gold pieces and magical items. As the Chosen of Tiamat, and because of his rule over his kingdom and followers, Ziron has risen to be a Quasi-deity. Although he is Tiamat's champion, Ziron keeps the Dragon Queen's church at arm's length, for he is not interested in calling attention to the fact that he operates at Tiamat's whim.
In both size and power, Ziron exceeds all other Chromatic Greatwyrms. The energy of his breath weapons courses over his body and glows under his scales, and elemental forces rage around him when he exerts his wrath. He no longer needs to eat or drink, as his vast hoards magically sustain him. And his power can raze a city to the ground, destroying buildings and defenders alike.
Convinced of his innate superiority over all living things, Ziron has no fear, but he sees physical conflict as beneath his godlike self. Ziron surrounds himself with powerful minions, such as the Half-Red Dragon Veteran, he can dispatch to destroy any threat. On the rare occasions when he is physically threatened, Ziron's rage is unmatched, for he feels that his foes are undermining his hard-earned divine status. Such fights bring out his basest nature, and he wades into melee, using his physical weapons and breath weapon without thought of the cost to allies.
Lair and Lair Actions
Ziron’s Lair
Ziron's lair is inside Castle Blackstone carved into the side of a mountain in the capital city of, the Vaven Kingdom, Glesa. Ziron had the great palace built to his specifications when he started his rule over the Vaven Kingdom, and its sprawling galleries easily accommodate Zirons tremendous bulk.
With his hoard well protected deep within the lair, Ziron spends as much of his time outside the castle as in it. For Ziron, the great heights of the world are the throne from which it can look out to survey all he controls—and the wider world he seeks to control.
Throughout the lair complex, servants erect monuments to Ziron’s power, telling the grim story of his life, the enemies he has slain, and the nations he 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 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 18 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 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 18 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 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 18 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 a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- 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.
If the dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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4/21/2023 1:57:40 PM
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