Gargantuan Dragon
Armor Class 22 (natural armor)
Hit Points 495 (30d20 + 210)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
26 (+8)
DEX
10 (+0)
CON
22 (+6)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +6, CON +12, WIS +9, CHA +9
Skills Perception +9
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 19
Languages Common, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Infernal Plating (3 Plates). If Ziatora fails a saving throw or takes a critical hit, she can choose to shed an armor plate. This allows her to succeed on saving throws and deny critical hits at a cost. Whenever she does this, the range of her Aura of Incineration decreases by 10 feet, the damage mitigation granted by her Obsidian Scales decreases by 1, the number of attacks in her Multiattack decreases by 1, and her Armor Class decreases by 2.

Aura of Incineration. Ziatora has an aura that extends 30 feet away from her. When a creature enters the aura for the first time on a turn or starts its turn there, it must make a DC 20 Constitution saving throw. On a failed save, the creature takes 3 fire damage and becomes vulnerable to fire damage until the start of its next turn. Creatures that are resistant to fire damage have advantage on the saving throw and creatures that are immune to fire damage are unaffected.

Obsidian Scales. Ziatora takes 3 less damage from all incoming damage sources.

Actions

Multiattack. Ziatora makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Fire Breath (Recharge 5–6). Ziatora exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Crushing Tail. Ziatora sweeps her tail in a 20-foot cone. Each creature in the area must make a DC 20 Strength saving throw. On a failed save, the creature takes 15 (2d6 + 8) bludgeoning damage and is knocked 10 feet away from her. On a successful save, the creature takes half damage and isn't pushed.

Sacrifice Soul. Ziatora sacrifices a blood witch for a boon from Rakdos. Ziatora regains 12 hit points, a missing armor plate, and all the abilities that she lost from shedding the plate.

Legendary Actions

Ziatora has three villain actions. She can take each action once during an encounter after an enemy creature’s turn. She can take these actions in any order but can only use one per round.

Action 1: Fly Children!!! All enemy creatures within 15 feet of Ziatora or her wyrmlings must make a DC 22 Dexterity saving throw (DC 14 for wyrmlings). On a failed save, the creature takes 17 (2d6 + 10) bludgeoning damage and is knocked prone. Ziatora and her wyrmlings can then fly up to half of their flying speed. 

Action 2: Burn to Dust!!! Ziatora exhales fire and creates a 60-foot long wall of fire (DC 20 Dexterity saving throw). Unlike the spell, both sides of the wall deal 22 (5d8) damage when a creature ends its turn within 10 feet of it. The wall lasts for 1 minute.

Action 3: Never... Again!!! Ziatora ends an incapacitating condition that is affecting her and immediately recharges her Fire Breath. She then gains the benefits of freedom of movement and the range of her Aura of Incineration increases by 30 feet. These bonuses last for 1 minute.

Description

War and Peace. The sword that mortally wounded Ziatora is still lodged inside her chest. Creatures attempting to remove the sword must pass a DC 22 Strength check. If the sword is removed, Ziatora is sent into a frenzy as she rapidly begins to bleed out. Ziatora loses 12 hit points at the end of each of her turns, but she recharges her Fire Breath on a 3-6. The sword is a holy avenger that immediately attunes itself to whoever is wielding it. It also deals bonus damage to dragons!

Niv-Mizzet's Hedron. The device that Niv-Mizzet provided can be activated to capture Ziatora when she is nearly defeated. Creatures attempting to activate the device must pass an Intelligence check with a DC equal to half of Ziatora's current hit points. If the device is activated, Ziatora begs the party to kill her instead. If they proceed, Ziatora and everyone within a 120 foot radius of her are teleported to Genesis. At this point, Ziatora begins to rapidly heal. If she hasn't already, she enters a frenzy and attempts to incapacitate the party so they can share her suffering.

Genesis. Genesis is the realm that separates the infinite planes of the universe. Here, anyone can create, warp, or destroy anything they want - provided they have the mental prowess to do so. Creatures attempting to harness the power of Genesis must succeed on an ability check with a mental score of their choice. The DC of the check will be somewhere between 10 - 30, depending on what the creature is trying to achieve. If the creature fails the check, they will not produce the effect that they want. Instead, the ability score that they used will be reduced by 2d4 until it is restored by an effect like greater restoration.

SandHarbinger

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