Gargantuan Dragon, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +10, CON +15, WIS +10, CHA +12
Skills Perception +16, Stealth +9
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Regeneration  The dragon regains 3d10 hitpoints at the start of each round. 

Corrupted The dragon's mind has been corrupted by ruidium. They are unable to speak or understand language, and cannot be persuaded or intimidated by words. 

Actions

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

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 19 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. 

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) psychic damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 9 (2d8) psychic damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage, and must succeed a DC 18 Strength saving throw or be knocked prone. 

Wing Attack. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 

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.

Mental Prison. The dragon attempts to inflict it's own mental agony on another creature. It casts Mental Prison on one creature in range. 

Lair and Lair Actions

No mortals could survive the destruction of the great city of Ank'Harel, but an ancient dragon is no mere mortal. As the strange red crystals knows as 'ruidium' burst through the flesh it's flesh, it took all of it's might and magic to survive, but at a terrible cost. The shock sapped the colour from it's scales, which are now pale and translucent, red and purple veins visible beneath. Deadly crimson spikes protrude from it's back, tail, and face. It's claws and teeth and bones are slowly transforming into ruidium, and the pupils of it's eyes glow as red as Ruidus above. But as terrible as the physical pain of the transformation has been, it is nothing compared to the mental anguish the dragon now endures. They have been driven mad by the screams and pleas of thousands of souls killed in the calamity that echo in their mind day and night. Unable to sleep, unable to heal, unable to hunt, unable to eat, the dragon is dying, but unable to die. Trapped in a perpetual state of fear and pain, the dragon attacks indiscriminately. 

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:

Crimson Spikes The ground cracks, as giant crimson spikes erupt from the ground creating a 15-foot-radius circular barrier around the dragon. Creatures in the area must make a DC 20 Dexterity saving throw or be pierced by one of the spikes, taking 19 (2d10 + 8) piercing damage plus 9 psychic damage. 

Tormenting Darkness Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Psychic Drain  Any creature who has already taken damage from the dragon must make a DC 20 Wisdom saving throw, taking 40 (10d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures who fail this check are also stunned for one round. 

Regional Effects

The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 50 miles of the destroyed city of Ank-Harel is barren. No water, vegetation, or life can survive here. 
  • Anyone within 5 miles of the ruined city feels a deep sense of unease and weariness. They must make a DC 18 Constitution saving throw or take a level of exhaustion. 
samyblythe

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