Gargantuan Dragon (Titan), Chaotic Good
Armor Class 26 Natural Armor
Hit Points 3875 (250d20 + 1250)
Speed 40 ft., fly 30 ft., burrow 50 ft.
STR
30 (+10)
DEX
25 (+7)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, CON +19, INT +19, WIS +19, CHA +19
Skills Arcana +19, Athletics +19, Deception +19, History +19, Insight +19, Intimidation +19, Perception +19
Damage Resistances Cold, Fire, Force
Damage Immunities Acid, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 100 ft., Tremorsense 200 ft., Passive Perception 29
Languages Celestial, Common, Deep Speech, Draconic, Telepathy 120 ft., Undercommon
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Reflective Carapace. Any time Zalgran is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Zalgran is unaffected. On a 6, Zalgran is unaffected, and the effect is reflected back at the caster as though it originated from Zalgran, turning the caster into the target.

Legendary Resistance (3/Day). If Zalgran fails a saving throw, it instead succeeds.

Magical Attacks. Zalgran's attacks are considered magical.

Limited Magical Immunity. Zalgran can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Innate Spellcasting. Zalgran can innately cast the following spells (DC 28, +19 to hit):

  • At Will: Fear, Misty Step, Slow, Stinking Cloud, Thunderwave, Witch Bolt
  • 1/Day Each: Circle of Death, Dominate Person, Earthquake, Meteor Swarm, Power Word Kill, Power Word Stun, Prismatic Spray, Wall of Stone
Actions

Multiattack: Zalgran can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws, and one with its tail.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., 1 target. Hit: 37 (6d8 + 10) piercing damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., 1 target. Hit: 38 (8d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., 1 target. Hit: 31 (6d6 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 28 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.

Breath Weapon (Recharge 5-6). Zalgran uses one of its breath attacks.

  • Debilitating Breath. All creatures in a 60 foot cone in front of Zalgran make a DC 28 Constitution saving throw. On a failure, a creature is poisoned and stunned for one minute. If a creature fails by 8 or more, it also takes one level of exhaustion. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, and a creature can not receive exhaustion after the initial saving throw.
  • Destruction Breath. All creatures in a 5 by 60 foot line in front of Zalgran make a DC 28 Dexterity saving throw, taking 90 (20d8) force damage on a failure and half as much on a success.
Legendary Actions

Only one legendary action can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary action at the start of its turn. Zalgran has 3 legendary actions.

Spell Sling (Costs 3 Actions). Zalgran casts one spell.

Warp (Costs 2 Actions). Zalgran casts Misty Step.

Attack (Costs 1 Action). Zalgran makes one attack.

Move (Costs 1 Action). Zalgran moves up to his movement speed without triggering attacks of opportunity.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Zalgran takes a lair action to cause one of the following effects; Zalgran can’t use the same effect two rounds in a row:

  • The ground shakes violently. All creatures on the ground must make a DC 25 Strength saving throw or take 11 (2d10) bludgeoning damage and fall prone. The ground also becomes difficult terrain until the start of the next round.
  • Stalactites from the top of the cave chamber are knocked down. All creatures on the ground must make a DC 25 Dexterity saving throw or take 11 (2d10) piercing damage. The stalactites reform at the start of the next round from the magic emanating from Zalgran.

Previous Versions

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