Gargantuan Dragon (Chromatic, Shapechanger), Any Evil Alignment
Armor Class 23 (Natural Armor)
Hit Points 635 (31d20 + 310)
Speed 50 ft., Climb 50 ft., Fly 100 ft., Swim 60 ft.
STR
30 (+10)
DEX
16 (+3)
CON
30 (+10)
INT
19 (+4)
WIS
17 (+3)
CHA
23 (+6)
Saving Throws DEX +11, CON +18, WIS +11, CHA +14
Skills Athletics +18, Deception +14, History +12, Intimidation +14, Perception +14, Persuasion +14, Stealth +11, Survival +11
Damage Resistances Poison
Damage Immunities Acid
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 300 ft., Truesight 30 ft., Passive Perception 24
Languages Abyssal, Common, Draconic, Goblin, Primordial, Undercommon
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Colossal. The dragon is one size category bigger than Gargantuan.

Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:

At Will: Acid Arrow, Blindness/Deafness, Create or Destroy Water, Darkness, Detect Magic, Hunger of Hadar, Insect Plague, Invisibility (self only), Mage Hand (the hand is invisible), Plant Growth, Thaumaturgy, Vitriolic Sphere

3/Day Each: Contagion, Dispel Magic, Elemental Bane, Greater Invisibility (self only)

1/Day Each: Plane Shift, Storm of Vengeance, Teleport

Keen Detection. The dragon has advantage on all Wisdom (Perception) skill checks.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Weapons. The dragon's attacks are considered magical.

Siege Monster. The dragon deals double damage to objects and structures.

Unusual Nature. The dragon does not require food or drink.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its Bite, two with its Claws, and one with its Tail.

Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) slashing damage. On a hit, if the target is size Huge or smaller, it is grappled (escape DC 26) and is restrained until this grapple ends. The dragon has two claws, each claw can grapple one target at a time.

Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. On a Hit, the target must succeed on a DC 26 Strength saving throw. On a failed save, the target is knocked prone. If a target fails its saving throw by 5 or more, it is also pushed up to 60 feet away from the dragon. If a pushed target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was pushed. If the target is pushed at another creature, that creature must succeed on a DC 26 Dexterity saving throw or take the same damage and be knocked prone.

Acid Breath (Recharge 5–6). The dragon exhales a blast of acid in a 300–foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 99 (22d8) acid damage. On a successful save, the creature takes half as much damage.

Frightful Presence. Each creature of the dragon's choice that is within 300 feet of it and is aware of the dragon must succeed on a DC 22 Wisdom saving throw. On a failed save, a creature is frightened of the dragon for one minute. A frightened 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.

Change Shape. The dragon magically transforms into any Beast, Giant, or Humanoid that is Huge or smaller, while retaining their game statistics (other than her size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Bonus Actions

Chromatic Spear. Ranged Spell Attack: +14 to hit, range 300 ft., one target. Hit: 12 (1d12 + 6) piercing damage. Hit or miss, the spear then explodes. The target and each creature within a 10–foot–radius sphere centered on the original target must succeed on a DC 22 Dexterity saving throw. On a failed save, a target takes 18 (4d8) acid damage. On a successful save, a target takes half damage.

Draconic Dash. While the dragon is flying or swimming it can take the Dash action as a bonus action.

Legendary Actions

The dragon 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. The dragon regains spent legendary actions at the start of each of its turns.

Attack. The dragon makes a single Claw or Tail attack.

At Will Spell. The dragon casts one of its “At Will” spells, from its Innate Spellcasting list.

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

Ram (Costs 2 Actions). If the dragon is flying or swimming, it can move up to half its flying or swimming speed to ram one target. That target must succeed on a DC 26 Dexterity saving throw. On a failed save, the target takes 23 (2d12 + 10) bludgeoning damage and is knocked prone.

Wing Attack (Costs 2 Actions). While in dragon form, the dragon can beat its wings. Each creature within 30 feet of the dragon must succeed on a DC 26 Dexterity saving throw. On a failed save, a creature takes 19 (2d8 + 10) bludgeoning damage and is knocked prone. The dragon can then fly up to half its flying speed.

Chromatic Flare (Costs 3 Actions). The dragon flares with elemental energy. Each creature in a 90–foot–radius sphere centered on the dragon must succeed on a DC 22 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) acid damage. On a successful save, a creature takes half damage.

Toss (Cost 3 Actions). The dragon makes a single Bite attack. On a hit, the target takes the Bite's normal damage and if the target is size Large or smaller, the dragon grapples the target and then immediately throws the target up to 60 feet in a direction of the dragon’s choice.

Description

Valraxaxath traveled the world as he grew, planning to create a hoard later in life. He was young and adventurous. During his early years, he developed a simple understanding of the world and the place of dragons within it. Dragons should not aspire to rule the world; they should instead hoard all the wealth in the world. Wealth is power, and dragons that controlled the wealth of an area could exert control later. He saw, however, that dragons would never succeed at this goal because they did not work together. This he set about changing while studying arcane arts such as wizardry.

He achieved the most success with the "you scratch my scales, I'll scratch yours" philosophy. By getting different chromatic dragons to work together on short-term projects, each acquires more wealth to hoard. Since he "partners" with dragons from far away, there is little danger of in-fighting for the treasure. The partnerships have also helped with lair defense. To facilitate these partnerships, he created a series of portals that link remote and dragon-infested parts of Toril. He never takes any of the rewards of these ventures and instead builds his own hoard through his own efforts or by partnering with a dragon new to the concept.

Valraxaxath prefers not to fly, though he certainly can. He always carries a quickened teleport spell to make a hasty exit. He is an excellent negotiator, and he does very well in business. He tends to travel in disguise, usually appearing as a human (or whatever is most favored at his destination) merchant or wealthy noble.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Valraxaxath takes a lair action to cause one of the following effects: Valraxaxath cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:

  1. Biting Insects. Three clouds of swarming insects fill 20–foot–radius spheres centered on three points the dragon chooses within 150 feet of it. The cloud spreads around corners and remains until the dragon dismisses them as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in a cloud when it appears, or ends their turn in a cloud must succeed on a DC 16 Constitution saving throw. On a failed save, a creature takes 21 (6d6) piercing damage. On a successful save, a creature takes half damage.
  2. Darkness. Magical darkness spreads from a point the dragon chooses within 150 feet of it, filling a 30–foot–radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision cannot see through this darkness, and nonmagical light cannot illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 5th–level or lower, the spell that created the light is dispelled.
  3. Entrance Denial. One creature the dragon can see within 150 feet must succeed on a DC 16 Charisma saving throw or be magically teleported to an unoccupied space within one mile outside the dragon’s lair. The creature arrives unharmed and five feet above solid ground.
  4. Filth Burst. The dragon chooses a point on the ground it can see within 150 feet of it. A 10–foot–radius, 40–foot–high cylinder of watery filth centered on that point erupts from the ground until the start of the next lair action (initiative count 20). Each creature in the cylinder when it appears or that ends its turn there must succeed on a DC 16 Constitution saving throw. On a failed save, a creature takes 10 (3d6) poison damage. On a successful save, a creature takes half damage. The cylinder is difficult terrain.
  5. Grasping Muck. Tendrils of roiling muck extend from the dragon’s lair to grasp up to three creatures of the dragon’s choice that it can see within the lair. A targeted creature must succeed on a DC 16 Strength saving throw. On a failed save, a creature is restrained until the start of the next lair action (initiative count 20).
  6. Grasping Tides. Pools of water that the dragon can see within 150 feet of it surge outward in a grasping tide. Any creature on the ground within 30 feet of such a pool must succeed on a DC 16 Strength saving throw. On a failed save, a creature is pulled up to 30 feet into the water and knocked prone.
  7. Noxious Gas. A bubble of swamp gas erupts in a 20–foot–radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 16 Constitution saving throw. On a failed save, a creature is poisoned until the start of the next lair action (initiative count 20).

Regional Effects

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

  • Ennui. Creatures that spend a year within 10 miles of the dragon’s lair are filled with listless despair.
  • Foul Water. Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Grating Spies. Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity (Stealth) checks. The dragon can suppress this effect at will.
  • Mist. Fog makes the land within 6 miles of the lair lightly obscured.
  • Rotting Domain. Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.
  • Thick Paths. The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 2d20 days.

Previous Versions

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Monster Tags: Shapechanger

Habitat: Swamp

DaemonSultan

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