Gargantuan Dragon (Druid), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +7, CON +16, WIS +9, CHA +13
Skills Perception +16, Stealth +7
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
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 bite with each head.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire, lightning, or cold damage depending on the head.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 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 21 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.

Primordial Energy Breath (Recharge 6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 69 (20d6) fire, lightning, and cold damage on a failed save, or half as much damage on a successful one. For the purposes of resistance 1/3 of the total damage is dealt as each energy type (23 of each on average)

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 Herald makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The Herald beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

Primordial Energy Vortex (Recharge 5-6). At the end of its turn, The Herald releases pent up Primordial Elemental Energy in a vortex within the battlefield. Until the start of The Herald's next turn each creature must make an Intelligence Saving Throw DC 22 or take 3d8 + 9 Lightning, Cold, and Fire damage (1d8+3 of each type).

In order to use this power at least half of The Herald's health pool must be depleted OR three of each Elemental Statue must have been destroyed.

Description

The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

Lair and Lair Actions

The Primordial Garden

The Primordial Garden is a "godswood" like garden within the Fortress City of the Scions of Flame. This location is one of the few on the Material Plane where the Elemental Planes of Chaos are close to the Material Plane without breaching it, thus it has been a great place for Burning Oak to dwell on and absorb the latent elemental energies that allow him to wildshape into a Primordial Dragon. Through out the Garden, interspersed between trees and shrubberies, are statues of solidified Elemental Energy that appear to be made of Sapphire, Ruby, and Diamond.

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:

  • Elemental Chaos 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 15 Dexterity saving throw, taking 21 (6d6) fire, lightning, and cold damage on a failed save, or half as much damage on a successful one. For the purposes of resistance and immunity one third of the total damage dealt is dealt as each element.
  • 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 15 Dexterity saving throw or be knocked prone.
  • Thorny vines and plants grow rapidly in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it and makes that area difficult terrain. 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 that area or enters it on their turn must succeed on a DC 13 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 Planes of Fire, Earth, Air, and Water allowing creatures of elemental energy into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days. The fissures last ten times as long as the other effects.

Habitat: HillMountain

TheBuffalo91

Comments

Posts Quoted:
Reply
Clear All Quotes