Gargantuan Dragon (Demon), Chaotic Good
Armor Class 50 Scales
Hit Points 15096 (816d20 + 6528)
Speed 90 ft., Fly 150 ft., Walk 90 ft., Burrow 100 ft.
STR
30 (+10)
DEX
25 (+7)
CON
30 (+10)
INT
25 (+7)
WIS
30 (+10)
CHA
25 (+7)
Saving Throws STR +19, DEX +16, INT +16, WIS +19, CHA +16
Skills Intimidation +65
Damage Resistances All; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Acid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Prone
Senses Blindsight 100 ft, Darkvision 100 ft, Unknown 50 ft. able to detect enemys in it's lair, Passive Perception 25
Languages Abyssal Completely is able to do, Common, Telepathy 120000 FT
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Magic Weapons. Asyyal's weapon attacks are magical.

Legendary Resistance:(15/day) If Asyyal Fails a saving throw, it can choose to succeed instead.

Frantic Behavior: When Asyyal hits 50% health, all of his attacks deal a additional +10 damage. When Asyyal hits 25% health, This effect increase by 5. If Asyyal's Demonic Deity Feature is activated, Asyyal maintains these buffs. When Asyyal reaches 1000 Hitpoints remaining for the second time, the effects increase by 15. When Asyyal reaches 500 hitpoints remaining for the second time, the effects increase by 10.

Chromashift: The Abyssal Dragon is able to control each of its scales Color, and how metallic it looks. It can use this ability to fool travelers from afar into thinking it is another type of dragon. By Succeeding a DC 25 Perception Check, A traveler discovers its true species.

Magic Resistance. The Abyssal Dragon has advantage on saving throws against spells and other magical effects.

Abyssal Scales. Any time the Abyssal Dragon is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 2 to 5, the Abyssal Dragon is unaffected. On a 6, the Abyssal Dragon is unaffected, and the effect is absorbed, and the Abyssal Dragon can use it as if it was casting it as a Spell by using its action.

Siege Monster. The Abyssal Dragon deals double damage to objects and structures.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Demonic Deity: If Asyyal would drop to 0 Hit Points, he instead resets his current hitpoints to 2000, and gains access to his Mythic Actions(Same mechanics as Legendary actions). Upon being Defeated after this feature has been used, Award the party an additional 1000000 Exp. (1155,000 Exp total)

Immortal: If Asyyal's physical form would be destroyed, it will regenerate on his Plane within 5 minutes.

Actions

Multiattack: Asyyal makes 3 attacks, two with it's claws, and one with it's bite.

Greater Multiattack: Asyyal makes 5 attacks, two with it's Claws, 1 with its Bite, one with its Tail(Use either Whip or Tail Stab), and one with a breath weapon. (Recharge 10-12) Roll a d12 to regain this action.

Action Melee Attack. Claw: +29 to hit, reach 5 ft., 1 target. Hit: 103 (16d12 + 0) Slashing damage. 

Action Melee Attack. Bite: +29 to hit, reach 5 ft., 1 target. Hit: 108 (16d12 + 5) Piercing damage.  The target must make a DC 27 Constitution Save, or become poisoned, and take 4d6 poison damage at the start of its own turn. The target can repeat the save at the end of each turn, ending the effects on a success

Action Melee Attack. Whip: +29 to hit, reach 10 ft., 1 target. Hit: 137 (25d10 + 2) Slashing damage. The Target must make a DC 25 Dexterity saving throw, or be knocked prone. The target can use half its movement to stand back up.

Action melee attack. Tail Stab: +29 to hit, reach 10 ft,  1 target. Hit 664 (120d10 + 4) Piercing damage. 

Action melee attack. Clamp Down:  +29 to hit, Range 5 feet, 1 target. Hit: 330 (60d10 + 0) The Target is now grappled, and must make a DC 25 Dexterity saving throw to escape. If Asyyal uses a Bite, Clamp Down, or Breath weapon attack, or is damaged, The creature is no longer grappled, and falls Prone 5 feet in front of Asyyal.

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 31 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.

Breath of the Demonic Deity (Recharge 20). Asyyal exhales godly energy in a 500 ft. cone. Every creature in the targeted area must make a DC 40 Dexterity saving throw, taking 2100 (200d20) damage on a failed save, or half as much damage on a successful one. This Damage cannot be resisted, ignored, or be a weakness.(Roll a d20 to regain this action)

Bonus Actions

Tighten the hold. The Abyssal Dragon can use its bonus action to close its jaws further, dealing 110 (20d10 + 0) Piercing Damage to any creature that is currently grappled due to its Clamp Down attack.

Reactions

React:  When the Abyssal Dragon is attacked, the Abyssal Dragon may take a action to attack the last creature that attacked it.

Reactive: The dragon has a reaction for each turn of combat

Legendary Actions

The Abyssal Dragon is able to take A legendary action at the end of another creatures turn in combat, and regains spent actions at the start of its turn. It has 3 Legendary Actions

Bite. The Abyssal Dragon takes a bite action

Multiattack(2 Actions): The Abyssal Dragon takes a Multiattack Action

Recharge(2 Actions): Asyyal's Breath of the Demonic Deity attack is instantly recharged.

Mythic Actions

Rest: Asyyal gains all the benefits of a Short Rest, and regains all used actions.

Demolish: Asyyal selects up to 5 creatures. A creature can be selected up to 5 times. The Creature must make a DC 30 Constitution saving throw, or take 90 Force Damage. If a Creature is reduced to 100 hp by this Action, Power Word Kill is casted on them.

Cripple: Asyyal Selects up to 5 creatures. Each Creature must make a DC 30 Constitution saving Throw, or be Incapacitated, Blinded, Deafened, Gain 5 levels of Exhaustion, Frightened, Incapacitated, Paralyzed, Poisoned, Stunned, Restrained, and Knocked Prone.

Deity: Asyyal casts any 5 spells he wants. He suffers no drawbacks from casting spells such as Wish, and requires no material components. If a Spell requires concentration, a invincible spirit is summoned to maintain concentration on it.

Description

A Massive, Multicolored, metallic dragon usually found in dark areas, that breathes lightning and force, with eyes as red as hot coals and walks on its wings and back legs. Its body structure resembles that of a wyvern's.  It glows with a sort of dark fire around it, symbolizing its power.

The Plane on which Asyyal resides is similar to the material world, but is twisted and corrupted. The Towns are inhabited with Creatures of the abyss, and it is almost always storming. In the brief times however, when the storms are cleared, a bright yellow sun shines, and covers the less corrupted areas with grass and forests. But it never lasts. Few can venture to this plane, and live to tell the tale, though if you manage to escape this plane after encountering him, have been known to return coated in armor made from his scales, and a weapon of their choice fashioned from his spines.

This beast is a ancient creature, and was one of the most powerful dragons, but he still feared the Dragon Queen, Tiamat. But one day, the current inhabitants of the Material World invaded, and banished Tiamat to Hell. However, even with his arch nemesis gone, he was soon banished to the abyss. As it plummeted, several demons in between the Surface and the Abyss become fused into his soul, causing him to gain more power. When he finally reached the bottom, he had so many demons in his soul, that he became considered a demonic god, and became powerful enough, that he felt he could easily kill Tiamat. The cave in which he resides was formed when Asyyal crashed into the floor of the abyss, causing a earthquake so devastating, it is said to have leveled the tallest mountain, and filled the deepest ravine.

Recently, people have begun to follow him, Paladins swearing oaths to him, Clerics joining, Warlocks making deals, and even reports of a sorcerous bloodline descending from him. Even several accounts of him being spotted in the material plane have surfaced, always claiming that one of his descendants, a sorceress named Fracta is always with him.

Even though this body is incredibly powerful, anyone who has tried to sense a soul in it has failed, sensing that it is simply a puppet of a far greater being. Indeed, it seems that Asyyal's true body is not physical, but his godly soul.

(Note, made just for fighting Tiamat, this thing would be near impossible to kill.)

Lair and Lair Actions

A cave, Centered inside of a crater, with signs of great struggles all around, loose rocks, and skeletons of long dead adventurers.

Lair Actions

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

  • 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 25 Dexterity saving throw or be knocked prone.
  • 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 25 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
  • Volcanic 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 23 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  • The Shadows within the cave Stab at any creature within 30 feet of them, dealing 52 (8d12) Piercing damage. Each eligible target is stabbed at 3 times, and Must make a DC 20 Dexterity saving throw for each attack, or take the damage.

Regional Effects

The region containing a legendary Abyssal Dragon’s lair is Full of thunderstorms and tornadoes, which creates one or more of the following effects:

  • Gargantuan Elementals commonly form nearby
  • Cracks form allowing lava to slowly seep through within 1 mile of the lair..

If the Abyssal Dragon dies, these effects fade over the course of 1d4 Years

Previous Versions

Name Date Modified Views Adds Version Actions
4/9/2020 7:41:21 PM
254
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11/9/2021 11:45:32 PM
605
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11/10/2021 12:32:11 AM
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1/18/2022 1:58:18 AM
677
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1/19/2022 12:33:10 AM
677
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3/5/2022 12:22:56 AM
785
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9/8/2022 10:18:11 PM
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2/27/2024 12:42:45 AM
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3/7/2024 8:11:34 PM
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3/9/2024 1:11:15 AM
994
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3/9/2024 1:45:35 AM
986
1
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Monster Tags: DemonTitanShapechanger

Habitat: MountainUnderdarkUnderwater

TalmondtheLost

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