Gargantuan Dragon, Lawful Evil
Armor Class 25 (natural armor)
Hit Points 900 (45d20 + 405)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
11 (+0)
CHA
23 (+6)
Saving Throws DEX +8, CON +17, WIS +8, CHA +14
Skills Perception +16, Stealth +7
Damage Resistances Poison
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 60ft, Passive Perception 18
Languages Common, Draconic
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If the dragon is subjected to a saving throw, it can choose to add a +10 to the save.

Draconic Drunkenness. This dragon is drunker than a Dwarf, he makes all ability checks, and saving throws with disadvantage (exclude Str and Con), but all strength, and constitution rolls with advantage. The first attack after his turn is done gains advantage to hit the dragon. When he is subjected to a saving throw that would make him poisoned, he is automatically given the poisoned condition, and he can then always use his Dragonfire Ale Breath.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three Rend attacks, it can replace one of its Rend attacks with a tail attack.

Rend. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 (3d10 + 10) piercing damage plus 20 (5d6) fire damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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 88 (22d6) fire damage on a failed save, or half as much damage on a successful one.

Dragonfire Ale Breath (Recharge 6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (13d6) fire damage on a failed save, or half as much damage on a successful one. The area that was subjected to the breath is considered difficult terrain and creatures that enter or start their turn in the space take 12 (3d6) fire damage.

Reactions

The dragon has three reactions that can be used for opportunity attacks or one of the following triggers. The dragon gains 4 reactions if its in its lair.

Rush. Trigger: The dragon is hit by a ranged attack. The dragon moves its speed up to the creature that hit it.

Rend Retaliation. Trigger: when the dragon is hit by an attack fron the creature in range of its attack. The dragon makes a Rend attack against the creature.

Drunk Roll. Trigger: when the dragon moves or is moved forcefully. The dragon moves but slips and starts to roll half its speed without provoking an attack of opportunity, all creatures in a 30 ft wide 20 ft straight line (DC 18 Dexterity) Faliure: the creature takes 34 (6d6 + 10) bludgeoning damage and is knocked prone. Success: half damage and isn't knocked prone.

Numbing Effects. Trigger: the dragon gets hit by a critical melee attack. The attack deals the minimum damage (negating the crit rule).

Description

Barely able to stand on his own four feet, the Ashmaker goes by another nickname, The Tipsy Terroriser. This massive Red dragon has a hankering for any and all ale, and will take all kinds of alcohol that can be found. 

Like most red dragons, he is prideful but mainly that he is the dragon that can out drink anything. Making various creatures it has encountered to partake in a drinking competition, if you lose you will become a servant, there is only one that has beaten him, and that dragon is known as Kaleagaan.

Lair and Lair Actions

 

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:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) 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 15 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 13 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.
  • A putrid stench is intoxicating that extends out to half a mile of his lair, a creature must succeed a DC 18 Con saving throw or be drunk and poisoned for one hour.

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

Previous Versions

Name Date Modified Views Adds Version Actions
10/20/2024 12:42:54 PM
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