Gargantuan Dragon, Neutral
Armor Class 20 (natural armor)
Hit Points 345 (14d20 + 65)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
20 (+5)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +9, CON +11, WIS +10, CHA +12
Skills Perception +10, Persuasion +18, Stealth +15
Damage Resistances Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 18 m., Darkvision 90 m., Passive Perception 20
Languages Common, Deep Speech, Draconic, Dwarvish, Elvish, Gnomish, Orc, Telepathy, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Spider Climb. Yasdriia can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Special Equipment. Yasdriia wields a brooch of living essence.

Actions

Multiattack. Yasdriia makes one Bite attack and two Claw attacks (Dragon form) or two Whip attack (Humanoid form).

Bite. Melee Weapon Attack: +13 to hit, reach 3 m., one target. Hit: 16 (2d10 + 7) piercing damage plus 11 (2d10) poison damage.

Claw. Melee Weapon Attack: +13 to hit, reach 1,5 m., one target. Hit: 17 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 4,5 m., one target. Hit: 15 (2d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Whip (Humanoid form). Melee Weapon Attack: +13 to hit, reach 3 m., one target. Hit: 9 (1d4+7) slashing damage plus 4 (2d4) psychic damage.

Nightmare Breath (Recharge 5–6). Yasdriia exhales a cloud of spores in a 27 m cone. Each creature in that area must make a DC 20 Wisdom saving throw. On a failed save, the creature takes 49 (9d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. Yasdriia casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 20):

At will: detect magic

1/day each: telekinesis, water breathingpasswall, command, faerie firedetect thoughts, dissonant whispers

Bonus Actions

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

 
Legendary Actions

Yasdriia can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Commanding Spores. Yasdriia releases spores around a creature within 9 m of it that it can see. The target must succeed on a DC 20 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can’t take a reaction, it takes 11 (2d10) psychic damage.

Tail Attack. Yasdriia makes one Tail attack.

Spore Salvo (Costs 2 Actions). Yasdriia releases poisonous spores around a creature within 9 m of it that it can see. The target must succeed on a DC 20 Constitution saving throw or take 28 (8d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Whip Attack (Humanoid form). Yasdriia makes one Whip attack.

Spellcasting (Costs 2 Actions). Yasdriia uses Spellcasting.

Lair and Lair Actions

A Deep Dragon’s Lair

Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays.

The challenge rating of a legendary deep dragon increases by 1 when it’s encountered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

Deep Torpor. The dragon casts the slow spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 20). The spell ends early if the dragon uses this lair action again or if the dragon dies.

Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.

Toxic Spores. The dragon fills a 20-foot cube it can see within 36 m of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn.

Regional Effects

The region surrounding a legendary deep dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:

Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6 miles of the dragon’s lair become magically charged and can’t be damaged by nonmagical means.

Restless Sleep. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect.

Verdant Growth. Vegetation and fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.

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

Previous Versions

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Habitat: Underdark

Khemdrar

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