Legendary Resistance (3/Day). If Aedaghdhar fails a saving throw, it can choose to succeed instead.
Master of the Wilds. Difficult terrain doesn't affect Aedaghdhar's walking speed, and can't be tracked by nonmagical means. Creatures traveling with it also benefit in this way, and can't become lost except by magical means. Additionally, Aedaghdhar can cast speak with animals and speak with plants at will, and has advantage on checks made to interact with beasts.
Feral Senses. When Aedaghdhar attacks a creature it can't see, its inability to see doesn't impose disadvantage on its attack roll. It is also aware of the location of any invisible creature within 120 feet of it, regardless of whether the creature is hidden from it but not if Aedaghdhar is blinded and deafened.
Amphibious. Aedaghdhar can breathe both air and water.
Bastion of Nature. Aedaghdhar is a master defender of the wilderness. It has the following features:
- Once per turn when it hits a creature with an attack and that creature is below its hit point maximum, the creature takes an extra 5d8 damage.
- Opportunity attacks made against Aedaghdar are made with disadvantage.
- Aedaghdhar can use its action to make a Tail attack against any number of creatures within 15 feet of it.
- When Aedaghdar is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and half damage if it fails.
Blessing of the Druids. Aedaghdhar can maintain concentration on two spells at the same time. In addition, it has advantage on saving throws made to maintain concentration on spells.
Magic Resistance. Aedaghdhar has advantage on saving throws against spells and other magical effects.
Spellcasting. Aedaghdhar is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): druidcraft, infestation, primal savagery, thaumaturgy, thorn whip
1st level (4 slots): armor of agathys, ensnaring strike, entangle, hunter's mark, zephyr strike
2nd level (3 slots): enhance ability, locate animals or plants, nathair's mischief, pass without trace
3rd level (3 slots): conjure animals, mass healing word, plant growth, sleet storm
4th level (3 slots): conjure woodland beings, giant insect, ice storm, polymorph
5th level (3 slots): commune with nature, insect plague, tree stride, wrath of nature
6th level (2 slots): bones of the earth, druid grove, transport via plants
7th level (2 slots): plane shift, regenerate, resurrection
8th level (1 slot): control weather, earthquake, tsunami
9th level (1 slot): shapechange, storm of vengeance
Multiattack. Aedaghdhar can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: (2d10 + 9) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: (2d8 + 9) bludgeoning damage. On a hit, the creature is [condition]grappled[/spell] by Aedaghdhar (escape DC 26).
Frightful Presence. Each creature of Aedaghdhar's choice that is within 120 feet of Aedaghdhar and aware of it must succeed on a DC 20 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 Aedaghdhar's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 4–6). Aedaghdhar exhales an icy blast in a 10 by 90-foot line. Each creature in that area must make a DC 27 Dexterity saving throw, taking 105 (26d8) cold damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this attack is frozen in a block of ice, and is petrified.
Wild Shape. Aedaghdhar magically assumes the shape of any beast with a CR of 10 or lower. While it is transformed, the following rules apply:
- Its game statistics are replaced by the statistics of the beast, but it retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. It also retains all of its skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as it and the bonus in its stat block is higher than Aedaghdhar's, use the creature’s bonus instead. Aedaghdhar retains all its special traits, legendary actions, and lair actions.
- When it transforms, it assumes the beast’s hit points and Hit Dice. When it reverts to its normal form, it returns to the number of hit points it had before it transformed. However, if it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce its normal form to 0 hit points, it isn't knocked unconscious.
- It retains its ability to cast spells and any languages it speaks. However, it doesn't retain its physical abilities such as its walking, swimming, and flying speeds, or its bite, claw, tail, and cold breath attacks. It instead assumes any physical abilities the beast shape has.
Constrict. Aedaghdhar tightens its grip on a creature it is grappling, dealing 6d4+9 bludgeoning damage to it.
Aedaghdhar 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. Aedaghdhar regains spent legendary actions at the start of its turn.
Detect. Aedaghdhar makes a Wisdom (Perception) check.
Tail Attack. Aedaghdhar makes a tail attack.
Camouflage. Aedaghdhar casts the greater invisibility without expending a spell slot.
Wing Attack (Costs 2 Actions). Aedaghdhar beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. Aedaghdhar can then fly up to half its flying speed.
Nature's Bounty (Costs 3 Actions). Aedaghdhar regains a spell slot of 3rd level or lower.
Description
Thought by many to be one of the few remaining dragons with living memory of the First World, Aedaghdhar is a unique dragon whose form reflects its millennia-old bond with the natural world. Some legends claim it is the first beast, and that all other beasts came from it; others assert that it was once an ancient white dragon that slowly mutated to assume the features of nature's greatest beasts. Regardless, most accounts describe it as a massive wyrm covered not in scales but in a thick, white fur. Its snout is crocodilian in nature, and rows upon rows of sharklike teeth ring its mouth, while its horns are replaced with massive deer antlers. Its body, equally mammalian and reptilian in nature, is supported by four legs: the forelegs resemble polar bear paws, while the hind legs are lionlike. Aedaghdhar flies on draconic wings, covered on the back not in scales but in a fine feathery down like those of the owls. Finally, its tail - perhaps its most unique feature - is that of a pangolin's, with armored plates sticking out from its fur, and is prehensile enough to grab and carry creatures equal to it in size.
As part of its oath to protect nature on all worlds, Aedaghdhar forms a bond with one humanoid of its choice whose dedication to the untamed wilderness is equal to its own. In this way, the sentient species of the planes are represented in Aedaghdhar's mission. This individual is usually a druid or a ranger, but any individual might be chosen by the dragon. This individual must pass a test of Aedaghdhar's choosing, one designed to evaluate both the humanoid's martial capability and their devotion to nature. Such a creature bonded with Aedaghdhar gains the long-lived nature of both druids and dragons.
Lair and Lair Actions
Aedaghdar’s Lair
Aedaghdhar typically chooses lairs in groves it creates atop the highest mountains in a region, from which it can survey as much land as possible. Sometimes, it will choose another easily defensible position, from where it can fortify the surrounding biome and care for any beasts in need of healing and protection. Wherever it chooses to nest is not its permanent home; Aedaghdhar is a traveller at heart, and goes where it is needed to keep the natural world safe.
Aedaghdhar's innate magic deepens the growth in the area around its lair. Grass, shrubs, and trees grow where they usually wouldn't, and those that already exist become more robust to better house and protect small woodland creatures. Natural springs become more common, and it's much easier to forage for filling, healthy food from the plants in the area. Aedaghdhar is instantly aware of any intrusion into its lair, and if that intrusion is harmful to the land and the creatures in it, will not hesitate to attack those responsible.
Aedaghdhar's affinity with nature make it supremely capable in commanding the battlefield it fights on. While creatures it is hostile to struggle with the obstacles presented by difficult terrain and loyal animal defenders, it moves through the battlefield and dispatches its enemies with ease.
Lair Actions
On initiative count 20 (losing initiative ties), Aedaghdhar takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The ground within 60 feet of Aedaghdhar becomes difficult terrain, and any creature other than Aedaghdhar and its allies who attempts to use a flying speed within that area is subjected to the effects of an earthbind (spell save DC 27).
- Aedaghdhar calls upon beasts native to the current terrain to its aid. A number of beasts equal to the number of hostile creatures Aedaghdhar can see arrive and attack. These beasts share an initiative and act immediately after Aedaghdhar's turn. They attack the nearest creature hostile to Aedaghdhar.
- Arctic: polar bear
- Coastal: quetzalcoatlus
- Desert: giant scorpion
- Forest: giant elk
- Grassland: rhinoceros
- Hill: giant boar
- Mountain: aurochs
- Swamp: giant constrictor snake
- Underwater: hunter shark
- Aedaghdhar casts mass polymorph. Creatures who fail the save are turned into a beast with a CR of 1 or lower. While the creature is in this form, Aedaghdhar and its allies won't attack it; however, if the creature tries to attack Aedaghdhar or its allies, Aedaghdhar can cast dominate beast on it as a reaction.
Regional Effects
The region containing Aedaghdar's lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Natural springs burst forth from geysers that appear in the land, making fresh water lakes and rivers more common.
- Plants grow food at a much faster rate, and with a much higher quality than normal. Any creature can easily find enough food to feed itself while in this area, and food consumed here heals creatures by 1d4+10 hit points.
- Creatures of the beast type have their hit points and hit point maximum increased by 10, and gain a bonus to damage rolls and attack rolls equal to 10.
If the dragon dies, these effects fade over the course of 1d12 days.
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