Huge Dragon, Typically Neutral
Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., Fly 80 ft., Climb 30 ft.
STR
24 (+7)
DEX
12 (+1)
CON
22 (+6)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws STR +12, DEX +6, CON +11, WIS +7
Skills Insight +7, Perception +12, Stealth +6
Damage Immunities Fire
Senses Blindsight 50 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (5d4 + 7) piercing damage plus 9 (2d8) fire damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) 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 16 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.

Fire Breath (Recharge 5–6). The dragon exhales fire in either 90-ft line that is 5 feet wide or in a 55-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:

At will: thaumaturgy, produce flame, scorching ray, heat metal, shield

1/day each: locate object, gust of wind, haste, bane, fireball, dispel magic, wall of fire, command

4/day: immolation, hold monster

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 its 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 its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Kingdomshaper Avalon dragons, also known as True, Royal, or Greater Avalon dragons, are a species of dragon from the Avalonstrumnia family.These dragons are related to other members of their family through the shape of their scales, as this family shares the trait of having scales that resemble crude stone, modern, or even elven-designed daggers. Despite them being often called Greater Avalon dragons, they are actually an entirely separate species from their Lesser cousins. Slightly more intelligent, far more potent spellcasting abilities, and most of all, far FAR larger. These dragons can grow to rival hellkites in size, strength, and magical power. 

Kingdomshaper Avalon dragons are also highly unique in their strange lifecycle, which can place them as a non-dragon if it wasn't for certain details.  When one of these dragons is born from its egg they, strangely, have only two wings and two legs, and they are about 1.8-2.4 feet long (about the same size as a small goat). Wyrmling scales can be just about any color, but always with a strong brownish or grayish tint of baby scales covering their older scales bright color. Once grown to young stage, they shed their hide a few times, causing their scales saturate into a brighter shade of color. They still have a wyvern-like body with two wings and two legs, but they have developed a dragon-like intelligence and magical skill through their years of growth. Right before reaching the adult stage, a young Kingdomshaper Avalon dragon must find a suitable lair in some sort of mountainous region to hoard their small treasure hoard. The dragon, in an attempt to store excess magical power, goes on a rampage of killing, eating, and looting before returning to its lair, eating its new treasure hoard, and uses the extra energy gained to use its fire breath to melt a cocoon-like shape into the mountain. The dragon will use this as a chrysalis to protect itself and to drain energy from the surrounding area while metamorphosing into its adult form. While growing, the dragon's innate magic morphs the beast's form slightly depending on which element it chooses, Fire or Frost (this choice determines what additional Innate Spellcasting options it gets and what extra damage its Bite attack will deal). 100 years of growing and the chrysalis's magic morphing the surrounding land into something practically unrecognizable later, the dragon emerges from its now gigantic swollen chrysalis to do business as a fully formed adult with new spellcasting abilities, and with an extra pair of legs.  After the dragon has lived hundreds of more years of life, they move to a new, mre secure lair and enter a dormant state to grow to their ancient stage, fusing themselves and a small portion of their treasure hoard with the surrounding land. This process only lasts around 40 or so years, but it results in the dragon evolving and changing its element once again between Earthcrystal or Magma, keeping its original adult stage elemental spells alongside multiple additional spells reflecting its new element.  When a Kingdomshaper Avalon dragon reaches greatwyrm stage, unlike other dragons, it does not begin to absorb alternate versions of itself, but by draining power straight from other ancient dragons. During this process, ancient dragons in the surrounding area become afflicted with magical wasting diseases, as if they are turning into an undead, which can convince the dragons to search out the Kingdomshaper Avalon dragon that is draining them and destroy it. After completing the drainage process, the dragon chooses another spell element (Heavenlight or Deathshadow) and, just like with its ancient stage, it keeps its other spells and only gains access to even more.

Lair and Lair Actions

A Kingdomshaper Avalon Dragon’s Lair

These species of Avalonian dragon live move to a different environment depending on what elemental form they transform into once they become an adult. Those that undergo their fire transformation move to a more volcanic area or, if they are domesticated, they may outright transform their keeper's surrounding lands into something more volcanic.

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 100 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 14 Dexterity saving throw, taking 19 (5d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 45-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 14 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 12 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 5 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.

Habitat: CoastalGrasslandHillMountainUrban

Dragonekillax2

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