Gargantuan Dragon (Devil), Chaotic Evil
Armor Class 26 (natural armor)
Hit Points 408 (8d20 + 200)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
20 (+5)
CON
30 (+10)
INT
28 (+9)
WIS
22 (+6)
CHA
28 (+9)
Saving Throws STR +18, DEX +13, CON +18, INT +17, WIS +14, CHA +17
Skills Perception +16, Stealth +9
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Damage Immunities Fire, Necrotic, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic All
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The dragon can breathe air, water, and fire.

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

Actions

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

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

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

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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 19 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.

Hell fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that line must make a DC 22 Dexterity saving throw, taking 80 + (18d8) fire damage on a failed save, or half as much damage on a successful one. All fire immunity and resistance are useless. You take 4d8 damage for five round because of the fire.

If you are 20 feet or closer to it you take 2d10 fire damage per round.

Hellfire claw attack:  melee attack + 15 to hit reach 10 feet 3 targets 6d10 +20 slashing damage you take 10 damage for three rounds after the attack because of fire damage.

The hellfire is impossible to put out with water or magic you have to wait.

 

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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

tiamat’s family member

Lair and Lair Actions

Unknown- it live in the nine hells

You summon is by putting one of every chromatic dragons scale in a magic circle and when you summon it one red, white, blue, green, and black young dragons will spawn.

If you kill it by getting the last hit you learn the spell hell fireball which is charisma + 2d12

if you kill it and are a Dragonborn you can breath hellfire which is Dex. + 3d10 and if you are a red Dragonborn it is 4d10 + dex.

Monster Tags: Devil

jackattack20078h64312

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