Gargantuan Dragon (Wizard), Chaotic Neutral
Armor Class 21 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 30 ft., Fly 60 ft.
STR
26 (+8)
DEX
16 (+3)
CON
28 (+9)
INT
30 (+10)
WIS
22 (+6)
CHA
23 (+6)
Saving Throws DEX +12, CON +18, WIS +15, CHA +15
Skills Arcana +24, Perception +16
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 15 ft., Passive Perception 26
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (4/Day). If the Azelec fails a saving throw, it can choose to succeed instead.

Concentrated Eye. As a bonus action whenever Azelec casts a concentration spell, he moves the concentration to his crystal eye, effectivly making him immune to concentration checks for that spell. This also allows him to concentrate on another spell, but if he shift this spell to his eye it will lose concentration on the previous spell.

Soul Specification. No matter the spell, it requires no componets or except verbal if needed. He Also ignores casting times, with all being instantaneous. He is also not limited to a maximum number of spells on his turn

Spell Slots. He has 6 9th level spell slots, 8 8th level, 10 7th, 12 6th, and you can see the pattern, but he can cast first level spells freely as if they were cantrips if he has his wizard spell list, but can still up cast them. Speaking of cantrips they can be casted as a bonus action. He has a Spell Save DC of 22.

God Like Power. Whenever he casts a spell of 9th level, he can use Frightful Presence, but add his spell attack modifier to the DC. Creatures currently immune tofriegtful presence lose there immunity.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes either four attacks or three attacks: one with its bite and two with its claws, or cast two spell and one bite or claw attack.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 18 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Creatures hit by his tail must make a wisdom DC 20 Intelligence saving throw or become stunned until the end of there next turn, as there brain is full of harsh memories upon touching his tail.

Spell Cast. He can cast a spell from whichever spell list he is currently using, which is guaranteed wizard if his crystal eye isnt active.

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 18 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.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Fire Beam (Recharge 7–8). Azelec exhales fire but instead of in a widespread cone a concentrated beam. The exhaled fire is in a 180-foot long, 15-foot wide line. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Crystal Eye. As a bonus actionb he can activate/shift his crystal eye. When done for he takes 10 damage at the start of each of his turns until deactivated, but he can choose one of the following affects: 
Anti Magic. This mode turns the crystal red, and causes spells to be unable to casted withing 100 ft. of him. Any magic in range also gets instantly dispelled for as long as its active. Also magic item lose there magical effects and properties until out of field.
Divine Magic. This mode changes his spell list to that of cleric as well as giving him access to paladin spells.
Spiritual Magic. Spiritual magic changes his spell list to that of a druida and gives access to ranger spells, as well as giving the ability to wild shape into any beast no matter the CR.
Dark Sorcery. This mode changes his Sell list to the Sorcerers spell list and gives him acces to the warlock spell list. He gains 6 pact slots and 10 sorcery points, which refill every time his eye changes to this mode. Warlock spells can only use pact slots not his regular spell slots.

Ring of immunity. As a bonus action he can choose a damage type to become immune to until the start of his next turn, excluding: acid, poison, pludgeoning, piericing, slashing, thunder.

Ring of Explosion. As a bonus action he can cast the Wizard spell fireball with a DC of 16.

Ring of Dispelation. As a bonus action he can cast dispell magic.

Ring of Mage Armor. Casts an enhanced version of mage armor on himself, that changes his Ac to 14 + his intelligence modifier(10) and reflects the damage of nonmagical weapons back to the wielder on a miss.

Ring of Teleportation. As a bonus action he can swap the positions of any two creatures within 60 ft. of him including himself. If both of the creatures are unwill they can make a DC 17 Constitution saving throw, and if either fail they still get swapped.

Reactions

Counter Spell. As long as he has access to the wizard spellist he can cast Counter spell as a free action. Otherwise it will require spell slots.

Wing barrier. As a reacation to a spell, attack or anything, specifically targeting on of his magic items or devices, or item eith in his lair or on him. he can use his wing to block its effects. He takes the damage if there is any and completly blocks the magic.

Legendary Actions

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

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

Tail Attack. The dragon makes a tail attack.

Ray of Doom. At the cost of 20 HP or a spell slot he can cast the spell dicitigrate from his crystal eye.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 8 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Imagine a creature with a lifespan much longer than thnat of a humans, sudying there greatest tool, magic. Azelec is an anchient red dragon but he is by no means a normal dragon. Instead of an left eye he has a crystal imbedded behind his eyes socket, he has a cloakek draping his massive body, his clawed hands are each with large rings each with gems in them. Azelec's Tail has its tip cut off replaced with and ornate saff esque device, he also has a massive staff in his hands.

Azelec seems noticibly scrawnier than most dragons but, dont let that fool you, hes much more powerful than any dragon you have ever seen. In a actual fight Azelec will hold back at first not wanting to waste valuable spell slots, he is a dragon afterall, tghough weaker than normal, his body is able to kill, But if insufficent he will go all out

Lair and Lair Actions

Azelec's Lair

Deep in a cave is Azelec full of magical contraptions and devices beyond even the most advanced practiotioners understanding, with no hoard in sight.

Azelec never leaves his cave unless he abosolutly must, focusing on his reasearch, keeping to himself. He rarely sleeps and when visitors come, he isnt quick to execute them.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

Lair Actions

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

  • Lightning zaps from a point on the ground the dragon can see within 120 feet of it, striking all crestures with 15 ft. Each creature in the geyser’s area must make a DC 16 Dexterity saving throw, taking 21 (8d6) fire damage on a failed save, or half as much damage on a successful one.
  • 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 17 Dexterity saving throw or be knocked prone.
  • 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 16 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

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

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
  • No living animals can be found within 2 miles of the lair.
  • Teleportaion spells will be off by 1000 ft, if casted within 2 miles of the lair or if trying to teleport ithin that range of the lair.

If the dragon dies, these effects fade over the course of 1d10 Years.

Habitat: HillMountain

Zardian_dragon_master

Comments

Posts Quoted:
Reply
Clear All Quotes