Gargantuan Dragon, Chaotic Neutral
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
18 (+4)
CON
29 (+9)
INT
10 (+0)
WIS
23 (+6)
CHA
15 (+2)
Saving Throws STR +17, DEX +11, CON +16, WIS +13
Skills Intimidation +7, Perception +16
Damage Immunities Fire
Condition Immunities Poisoned
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.

Keen Smell. Atarka has advantage on Wisdom (Perception) checks that rely on smell.

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 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 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.

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

Wildfire Breath (Recharge 5–6). Atarka exhales mighty green wildfire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking (22d6) fire damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save the lingering wildfire deals (4d6) fire damage at the start of that creature's turn.

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.

 

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.

Bathe in Wildfire (Costs 3 Actions). Whilst airborne Atarka breathes Wildfire towards the ground in a 10ft line. Creatures within 60 ft of the attack must succeed on a DC 21 Dexterity saving throw or take 42 (12d6) fire damage as streams of wildfire crawl along the ground from the origin point. Any creature who fails a save takes an additional (4d6) fire damage at the start of their turn as the wildfire lingers.

Description

The Temur revere only one dragon: Atarka. Atarka and her brood thunder across the sky, wreaking destruction with their giant plumes of dragonfire. Few can withstand the savagery of their onslaught as they patrol Tarkir to satiate their hunger. Atarka and her brood prefer to hunt in the snowy mountains where the Temur have built their encampments.

The ultimate predator, Atarka spends her days, and most of her nights, hunting and feasting. To her, life is an eternal banquet and she the lord at the head of the table. When she is not eating, she is either considering her next meal or stalking it. There is nothing she will not devour, including those in her own clan.

"Her hunger knows no limit. Left unchecked, she would feast on all of Tarkir."

 

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Atarka takes a lair action to cause one of the following effects; Atarka 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.
  • Sulfuric 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

Atarka's lair 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.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: HillMountain

HermeticSerpent

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