Huge Construct (Inevitable), Lawful Neutral
Armor Class 21 (natural armor)
Hit Points 362 (25d12 + 200)
Speed 40 ft., Climb 40 ft., Fly 80 ft., Swim 40 ft.
STR
28 (+9)
DEX
10 (+0)
CON
26 (+8)
INT
20 (+5)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws CON +15, INT +12, WIS +11, CHA +14
Skills Insight +11, Perception +18, Persuasion +14
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft, Truesight 60 ft, Passive Perception 28
Languages All
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

Immutable Form. The dranarut is immune to any spell or effect that would alter its form.

Legendary Resistance (3/day). If the dranarut fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The dranarut's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The dranarut can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic, plane shift, dimension door
3/day each: antimagic field
1/day each: hold person, hold monster 

Actions

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

Frightful Presence. Each creature of the dranarut's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 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 dranarut’s Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 25 (3d10 + 9) piercing damage plus 10 (3d6) force damage. Miss: The target takes 7 (2d6) force damage.

Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: 23 (4d6 + 9) slashing damage. 

Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., 1 target. Hit: 22 (3d8 + 9) bludgeoning damage. 

Force Breath (Recharge 5-6). The dranarut exhales a wave of force in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 70 (20d6) force damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dranarut 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. The dranarut regains spent legendary actions at the start of its turn.

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

Tail Attack. The dranarut makes a tail attack.

Wing Attack (Costs 2 Actions). The dranarut beats its wings. Each creature within 10 feet of the dranarut must succeed on a DC 22 Dexterity saving throw or take 23 (4d6 + 9) bludgeoning damage and be knocked prone. The dranarut can then fly up to half its flying speed.

Description

Dranaruts are protectors of magic, ensuring not only that it will continue to exist, but also that it will not significantly change. They also often assure that dragons continue to have a significant presence in the world, as the existence of dragons is key to magic functioning as it does now. In order to avoid conflict with the dragons they attempt to protect, dranaruts are highly charismatic and skilled at de-escalation.

Dranaruts take the appearance of a silvery, mechanical dragon, with shining yellow eyes and flawlessly smooth skin.

Previous Versions

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CreeperMan247

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