Gargantuan Dragon (Adult Chromatic), Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 1517 (82d20 + 656)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
26 (+8)
DEX
14 (+2)
CON
26 (+8)
INT
26 (+8)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws STR +17, CON +17, INT +17, CHA +17
Damage Resistances All
Senses Darkvision 240 ft., Truesight 120 ft, Passive Perception 36
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Colossal. Ziridix is immune to forced movement, does not provoke opportunity attacks, and cannot make opportunity attacks.

In addition, whenever Ziridiax hits with a melee attack, each creature within 20 feet of the attack's target (other than the target or Ziridiax himself) must succeed on a DC 23 Dexterity saving throw or take half the attack's damage.

Empowered Attacks. Ziridiax's melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. 

Immutable Form. Ziridiax is immune to any spell or effect that would alter his form.

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

In addition, Ziridiax has resistance to all damage. If a creature strikes Ziridiax with an Ancient Dragon Ballista Bolt, he loses resistance to a damage type of the creatures choosing.

Limited Magic Immunity. Unless he wishes to be affected, Ziridiax is immune to spells of 3rd level or lower that target him or include him in their area of effect. He has advantage on saving throws against all other spells and magical effects.

Heightened Concentration. Ziridiax may concentrate on up to 3 separate spells and may choose which spell to stop concentrating on should he fail a concentration saving throw. Ziridiax also has advantage on saving throws against being incapacitated and bring knocked unconcious.

Spellcasting. Ziridiax is a 20th level spellcaster. His spellcasting ability is charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components:

Actions

Multiattack. Ziridiax can use Frightful Presence, and if he was flying at the start of his turn, he can use Crushing Landing. He then makes three attacks: one with chromatic bite, one with his claws, and one with his tail stinger. He may also replace one attack with a spell. 

Chromatic Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 12) piercing damage plus 7 (2d6) radiant damage, 7 (2d6) cold damage, 7 (2d6) fire damage, 7 (2d6) lightning damage, 7 (2d6) poison damage, and 7 (2d6) necrotic damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) slashing damage. If the target is a creature, it must succeed on a DC 23 strength saving throw or be flung 60 ft away from Ziridiax, landing prone. 

Tail Stinger. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is under the effects of a Slow spell.

Frightful Presence. Each creature of Ziridiax's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 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 Ziridiax's Frightful Presence for the next 24 hours.

Crushing Landing. If Ziridiax is flying, he can attempt to land forcefully in a space of his choosing, regardless of whether that space is occupied by other creatures. When he does so, his movement speed is reduced to 0 until the end of his turn, and each creature in Ziridiax's space or within 60 ft of him, other than Ziridiax himself, must succeed on a DC 23 dexterity saving throw or take 39 (6d12) bludgeoning damage and be knocked prone.

Chromatic Breath (Recharge 5–6). Ziridiax exhales multicolored flames in a 300-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage. On a successful save, the creature takes half as much damage. On a failed save, each creature must succeed on a DC 23 saving throw or succumb to one of the conditions below (chosen by Ziridiax) until the end of their next turn:  

  • Desiccation: constitution saving throw. On failure, the creature has disadvantage on strength saving throws and strength weapons deal half damage.
  • Singulation: strength saving throw. On failure, the creature's movement speed is reduced to 0.
  • Disorientation: intelligence saving throw. On failure, the creature's attack rolls are reduced by 1d8.
  • Irradiation: dexterity saving throw. On failure, the creature is blinded.
  • Horrification: wisdom saving throw. On failure, the creature is frightened. 
  • Demoralization: charisma saving throw. On failure, the creature has disadvantage on attack rolls and cannot receive healing.
Bonus Actions

Quicken Spell (5/day). Ziridiax casts one of his spells of 6th level or lower with a casting time of 1 action.

Consume. Ziridiax may consume a creature he has successfully hit with chromatic bite. A consumed creature is immune to all damage and effects from outside of Ziridiax. In addition, the creature takes 22 (4d10) acid damage at the start of each of their turns as they are slowly digested. The creature will be regurgitated if they deal 50 damage to Ziridiax in a single turn or if Ziridiax takes 100 damage from a creature outside in a single turn.  

Reactions

Divine Denial. When a creature within 300 ft of Ziridiax that he can see casts a spell, he can use his reaction to force the creature to make a DC 23 wisdom saving throw. On a failure, the spell fails. Creatures immune to charm are immune to this effect. Clerics of good-aligned deities may use their Divine Intervention to prevent Ziridiax from using this feature.

Legendary Actions

Ziridiax can take 5 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. Ziridiax regains spent legendary actions at the start of his turn.

Detect. Ziridiax makes a Wisdom (Perception) check.

Tail Attack. Ziridiax makes a tail stinger attack.

Wing Attack (Costs 2 Actions). Ziridiax beats his wings. Each creature within 30 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 28 (4d8 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Cast a Spell (Costs 2 Actions). Ziridiax casts one of his spells of 6th level or lower.

Breath Weapon (Costs 3 Actions). Ziridiax uses uses an ancient dragon breath weapon. He exhales in a 300 ft cone. Each creature in that area must succeed on a DC 23 saving throw based on the breath chosen or succumb to its condition and take 71 (11d12) damage. A creature takes half damage on a successful saving throw and receives no condition. 

  • Desiccation (cold): constitution saving throw. On failure, the creature has disadvantage on strength saving throws and strength weapons deal half damage.
  • Singulation (lightning): strength saving throw. On failure, the creature's movement speed is reduced to 0.
  • Disorientation (poison): intelligence saving throw. On failure, the creature's attack rolls are reduced by 1d8.
  • Irradiation (radiant): dexterity saving throw. On failure, the creature is blinded.
  • Horrification (psychic): wisdom saving throw. On failure, the creature is frightened. 
  • Demoralization (necrotic): charisma saving throw. On failure, the creature has disadvantage on attack rolls and cannot receive healing.
Mythic Actions

Upon reaching 50% health, Ziridiax gain access to 2 mythic actions, choosing from the options below in addition to his legendary actions. Only one mythic action option can be used at a time and only at the end of another creature's turn. Ziridiax regains spent mythic actions at the start of his turn.

Chromatic Flare (Costs 2 Actions). Ziridiax flares with elemental energy. Each creature of Ziridiax's choice in a 60-foot-radius sphere centered on him must make a DC 23 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) damage of a type chosen by Ziridiax: psychic, coldfirelightning, poison, radiant, or necrotic. On a successful save, the creature takes half as much damage.

Shackles of Pain (Costs 1 Actions). Ziridiax channels power from his master in the form of ethereal chains. These chains bind Ziridiax to a creature of his choosing, tormenting their body and mind. A shackled creature receives half of all damage dealt to Ziridiax. Shackles of Pain may only be broken by a successful DC 23 wisdom saving throw, a melee weapon attack dealing at least 30 damage, or if the target reaches 0 hitpoints. If a shackled target reaches 0 hitpoints due to damage from Shackles of Pain, the target dies.  If a creature breaks Shackles of Pain, Ziridiax gains one cast of Power Word Kill.

Description

In ages long forgotten, Dragonlord Ziridiax was a powerful and respected leader of a sect of ancient dragons inhabiting Mount Ziron to the northeast of the city of Everwinter. Ziridiax wove endless storms and cold winds down onto the surrounding lands, preventing his kin from being discovered, but also keeping the land in perpetual winter. Explorers from Everwinter discovered the dragon’s lair while on an expedition and informed King Balwin II that dragon magic may be the cause of their turmoil. King Balwin II sent a small army to Mount Ziron to defeat the dragon, but they were faced with a horde of ancient dragons the size of which the world had never seen. Furious with the attack on his home, Ziridiax sent his dragons to terrorize the city. But King Balwin II was undeterred. He had ballistas constructed and great bolts carved from ancient dragon bones to strike the dragons out of the sky, and he amassed a huge army of the combined forces of all Everwinter’s holds. They assaulted the mountain, but it was in vain. Ziridiax changed the weather to scorching heat. Fires raged in the city, and as it was built to resist the cold, thousands of innocents were burned alive in their homes. Everwinter was in ruins, and all hope was lost. However, a close ally of Dragonlord Ziridiax named Belotro the Great believed Ziridiax had lost his sanity for killing so many innocent people. For the sake of the lands and his people, Belotro tore the throat from Dragonlord Ziridiax in his sleep and saved the survivors of Everwinter. An armistice was made and the two armies agreed to allow each other to coexist. With the dragon threat eliminated, Everwinter was rebuilt into Neverwinter and the War of Wrath fell into legend.

Thousands of years later, a party of valiant adventures discovered the spirit of Ziridiax had survived. He struck a bargain with the primordial god Atropus, the World Born Dead who pledged to resurrect Ziridiax and imbue him with extraordinary powers in exchange for Ziridiax's eternal servitude. Faced with the ultimate destruction of Neverwinter and perhaps the whole of Faerûn, the adventures must defeat Ziridiax, Harbinger of Death at all costs. 

 

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Ziridiax takes a lair action to cause one of the following effects; Ziridiax can’t use the same effect two rounds in a row:

  • Heat Wave. Ziridiax emits scorching hear. All creatures within 300 ft of Ziridiax must make a DC 21 constitution saving throw, with disadvantage if they are in direct contact with an object made of metal. On a failure, a creature takes 21 (6d6) fire damage and gains a level of exhaustion. On a success, a creature takes half damage without any other effect.
  • Wind Burst. Ziridiax creates a burst of strong wind within 60 ft of him. Each creature within that area must make a DC 21 strength saving throw. On a failure, it takes 21 (6d6) bludgeoning damage and is hurled 30 feet away from Ziridiax and knocked prone. Additionally, the winds act as difficult terrain, reducing movement speed by half until initiative count 20 of the next round. 
  • Poison Mist. Ziridiax emits stinking, poisonous fumes within a 120 ft radius sphere centered on himself. The area becomes heavily obscured until initiative count 20 of the next round. Each creature within the area must make a DC 21 constitution saving throw. On a failure, it takes 21 (6d6) poison damage and is poisoned until the end of its next turn. On a success, a creature takes half damage without any other effect.
  • Blizzard. Ziridiax creates a blizzard around himself. Each creature within that area must succeed on a DC 21 constitution saving throw or take 21 (6d6) cold damage and 14 (4d6) bludgeoning damage. Additionally, the creature is vulnerable to cold damage or loses resistance should they have it. A creature with immunity to cold damage is immune to this effect. On a success, the creature takes half damage without any other effect.
  • Aura of Death. Ziridiax emits an aura of decay within a 120 ft radius sphere centered on himself. Each creature within the area must succeed on a DC 21 constitution saving throw or take 21 (6d6) necrotic damage. On a failure, the creature cannot regain hit points until initiative count 20 of the next round.
Valvalon

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