Gargantuan Dragon, Any Good Alignment
Armor Class 20 (natural armor)
Hit Points 487 (28d20 + 225)
Speed 30 ft., Fly 90 ft.
STR
25 (+7)
DEX
15 (+2)
CON
27 (+8)
INT
20 (+5)
WIS
18 (+4)
CHA
28 (+9)
Saving Throws DEX +9, CON +15, WIS +11, CHA +16
Skills Arcana +12, Nature +12, Perception +11, Stealth +9
Damage Resistances Damage from Spells
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic, Sylvan
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts, cure wounds, spare the dying

3/day each: create food and water, mass cure wounds, lesser restoration, revivify, sanctuary, shield, heal

1/day each: control weather, mass heal, greater restoration

Shielded Mind. The dragon is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing 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 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Compulsion Breath. The dragon exhales hallucinatory fog in a 90-foot cone. Each creature in that area must succeed on a DC 24 Wisdom saving throw or follow the dragon's command on its next turn.The area becomes heavily obscured by fog which lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 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.

Lair and Lair Actions

 A Qotyl Dragon’s Lair

Qotyl dragons isolate themselves among the misty peaks of tropical cloud forests and dense rainforests throughout Meztica. Their magic causes the surrounding vegetation to grow larger than usual, and they usually nest inside the largest tree. Being reclusive in nature, their verdant territory is almost always cloud-covered from the outside. But once inside their misty barrier, the land is lush and brimming with color and magic.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates a disorienting fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. Each creature within 120 feet of the dragon must succeed on a DC 15 Wisdom saving throw or move in the wrong direction.
  • Vegetation grows denser 90 feet around the lair and becomes rough terrain. Any non-evil creature with no intent to harm regains 2d8 hit points per short rest. Any creature with evil intent or intent to harm must succeed a DC 15 Dexterity saving throw or become restrained by magic thorns and take 1d8 necrotic damage each turn. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success.

Regional Effects

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

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Whenever a creature with an Intelligence of 3 or higher engages with the magical vines, the dragon becomes aware of the creature’s presence and location.
  • Within 1 mile of the lair, non-evil creatures regain 1d8 hit points per short rest and bodies of water gain restorative properties as if casting lesser restoration. Any food or potion ingredients collected will increase their effect by 1d8.
  • Qotyl dragon feathers have a 5% chance of being found while foraging within 1 mile of the lair and will add 1 hit die to any spell written while using it as a quill.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
7/30/2023 7:50:33 PM
14
1
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Coming Soon

Habitat: ForestMountain

Sera_Cross

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