Gargantuan Dragon, Chaotic Neutral
Armor Class 25 (natural armor)
Hit Points 546 (29d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft., Swim 20 ft.
STR
30 (+10)
DEX
12 (+1)
CON
30 (+10)
INT
18 (+4)
WIS
16 (+3)
CHA
24 (+7)
Saving Throws STR +18, DEX +9, CON +18, INT +12, WIS +11, CHA +15
Skills Intimidation +15, Perception +11, Persuasion +15, Stealth +9
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Grappled, Prone, Restrained, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120 ft., Passive Perception 28
Languages Abyssal, Celestial, Common, Draconic, Infernal
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. Cho'Ket Thorn’s innate spellcasting ability is Charisma (spell save DC 23, +16 to hit with spell attacks). He can innately cast the following spells:

At Will: Shield, Create Bonfire, Friends, Mage Hand, Control Flames, Fireball

1/Day: Power Word Kill, Meteor Swarm
2/Day: Sunburst, Incendiary Cloud, Finger of Death

3/Day: Disintegrate, Investiture of Flame, Sunbeam, Mental Prison, Wall of Fire

4/day: Melf's Minute Meteors, Crown of Madness, Cloud of Daggers, Blur, Detect Thoughts
5/Day: Chromatic Orb (Fire Orb only), Magic Missile

 

Actions

Multiattack. Cho'ket can use his Frightful Presence, or use a spell. He then makes three attacks: one with its bite and two with his claws.

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

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Cho'ket's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 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 4–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its statistics (other than its size). This transformation ends if Cho'Ket is reduced to 0 hit points or uses a bonus action to end it.

Legendary Actions

Cho'ket can take 4 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. He regains spent legendary actions at the start of his turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). Cho'ket beats his wings. Each creature within 15 feet of him 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.

Description

The odor of sulfur and pumice surrounds Cho'Ket Thorn, whose swept-back horns and spinal frill define his silhouette. His beaked snout vents smoke at all times, and their eyes dance with flame when they're angry. Cho'Ket is slightly bigger than the average red dragon, and has lived longer than most, but not long enough to become a Great Wyrm. He regards you with red eyes that are filled with both long lived intelligence, and wisdom from that time. His great hoard of gold is seated behind him, in a large pit that his kobold servants insist(If asked by anyone) that it is at least a mile deep, if not more.

In his human form, Cho'Ket is often a human male of 6 ft. tall, with a regal, flowing red robe that hides most of his features, as well as gloves over his hands. However on his neck, and when he pulls back his sleeves, red scales that make up his natural armor. A long white beard covers his face as he regards you with eyes filled with intelligence, and wisdom of a drake with his longevity would have. In his right hand, he holds a gnarled iron wood staff that clutches a blue orb of flame at the top of it. A pipe with an undefinable, sweet smelling tobacco is perpetually in his mouth unless he's speaking or casting spell.

Lair and Lair Actions

A Red Dragon’s Lair

Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.

With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

Lair Actions

On initiative count 20 (winning 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 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 damage on a failed save, or half as much damage on a successful one.
  • 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.
  • 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 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 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.

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2023 9:53:01 AM
27
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Coming Soon
7/12/2023 3:17:38 AM
29
0
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Coming Soon

Habitat: HillMountain

Wakka_Wakka

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