Huge Dragon, Lawful Good
Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills Arcana +8, History +8, Perception +11, Stealth +5
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Elvish
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

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

Magic Weapons. Androsius´ weapon attacks are magical.

Innate Spellcasting. Androsius’ innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components (spell save DC 19):

At will: detect magic, shape water, fog cloud

2/day each: create food and water, ice storm

1/day each: freezing sphere, heroes´ feast

Actions

Multiattack. Androsius can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the Androsius´ choice that is within 120 feet of him 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 Androsius´ Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). Androsius uses one of the following breath weapons.

Cold Breath. Androsius exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. Androsius exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or be paralyzed 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.

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

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

Legendary Actions

Androsius 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. Androsius regains spent legendary actions at the start of his turn.

Detect. Androsius makes a Wisdom (Perception) check.

Tail Attack. Androsius makes a tail attack.

Wing Attack (Costs 2 Actions). Androsius beats his wings. Each creature within 10 feet of Androsius must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Androsius can then fly up to half his flying speed.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Androsius takes a lair action to cause one of the following effects:

Magical Fog. Androsius creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.

Wave of Frost. A blisteringly cold wind blows through the lair near Androsius. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.

Ice Passage. Androsius can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high.

Regional Effects

The region containing Androsius´ lair is warped by his magic, which creates one or more of the following effects.

Change Weather. Once per day, Androsius can alter the weather in a 6-mile radius centered on his lair. Androsius doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.

Gentle Fall. Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of Androsius´ or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.

Air and Fog Manipulation. Given days or longer to work, Androsius can make clouds and fog within his lair as solid as stone, forming structures and other objects as he wishes.

Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice.

If Androsius dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. The increased Hit Die recovery ends immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
6/23/2024 10:49:51 PM
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Habitat: MountainUrban

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