Huge Dragon, Chaotic Evil
Armor Class 19 Natural
Hit Points 210 (18d12 + 90)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
25 (+7)
DEX
13 (+1)
CON
20 (+5)
INT
17 (+3)
WIS
19 (+4)
CHA
17 (+3)
Saving Throws DEX +6, CON +10, WIS +9, CHA +8
Skills Deception +8, Insight +9, Perception +14, Persuasion +8, Stealth +6
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 19
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. Alakannir can breathe air and water

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

Actions

Multiattack. Alakannir can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 7) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 7) bludgeoning damage, a Large or smaller creature that gets hit by the tail must succeed on a DC 17 Dexterity saving throw or be knocked prone

Frightful Presence. Each creature of Alakannir's choice that is within 120 feet of him and aware of him must succeed on a DC 16 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 Alakannir's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5–6). Alakannir exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage and be poisoned on a failed save, or half as much damage on a successful one and not be poisoned.

Legendary Actions

Alakannir 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. Alakannir regains legendary actions at the start of his turn.

Detect. Alakannir makes a Wisdom (Perception) check.

Tail Attack. Alakannir makes a tail attack.

Wing Attack (Costs 2 Actions). Alakannir beats his wings. Each creature within 10 feet of Alakannir must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Alakannir can then fly up to half his flying speed.

Poison Aura (Cost 3 Actions). Alakannir uses Poison Magic to create a Poisonous Aura that lasts for 3 hours and is 30 feet that surrounds him. Each creature that is in the aura must succeed on a DC 18 Constitution Saving Throw or take 12 (3d8) poison damage for each turn the creature is inside the aura and be poisoned for 1 hour. Alakannir cannot use Poison Aura until he finishes a long rest.

 

Description

Alakannir is a 24-foot-tall Adult Green Dragon famously known for his Poison Aura ability he likes to abuse with. He looks like any other Green Dragon, but he has many cuts and scars on his wings/body. He also has a dry-blooded eye which is his left eye. With that, he is blind with his left eye and he can only see through his right eye.

He lives underground at a nearby small and unnamed village. Sometimes, Alakannir would go to the village to terrorize the villagers there for his amusement and entertainment, otherwise, he would stay at his lair and protect his treasures and wealth that he either stole or worshipped. Other times he would leave his lair is that he would go out to hunt for food/water.

Lair and Lair Actions

Lair Actions

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

  • Alakannir creates a poisonous fog that is 8 feet tall and surrounds the entire lair as well as covers the entire inside as well. Creatures in the fog must succeed on a DC 15 Constitution save or take 6 (2d6) poison damage and be unable to breathe. The Poisonous fog goes away in 5 (1d10) days or instantly if Alakannir dismisses it.
  • Alakannir grows thorns from the ground with poisonous thorns. Alakannir then chooses a creature that is inside the lair and is in a line of sight of the creature, chosen creature then must make a DC 15 strength save or be grappled. The grappled creature that is in the thorns then must succeed on a DC 15 Constitution save or take 8 (2d8) poison damage and 9 (3d6) piercing damage, if the creature succeeds in the Constitution saving throw, then it can make a DC 14 Strength Check, if it succeeds the creature is no longer grappled, if the creature fails, it takes 9 (3d6) piercing damage

Regional Effects

The region containing Alakannir's lair is warped by his magic, which creates one or more of the following effects:

  • Thickets form labyrinthine passages within 1 mile of Alakannir's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block the line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
    Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
  • Within 1 mile of its lair, Alakannir leaves no physical evidence of its passage unless he wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from Alakannir's path.
  • Rodents and birds within 1 mile of Alakannir's lair serve as his eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
  • Within 2500 feet of Alakannir's lair there is a small poisonous fog that covers the ground. Creatures that are small or smaller that are in the fog must succeed on a DC 15 Constitution saving throw, or take 8 (2d8) poison damage be be unable to breathe.

If Alakannir dies, the rodents and birds lose their supernatural link to him. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns. And after 1d4 days, the Poisonous fog will disappear.

Habitat: Forest

Salakinnir

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