Gargantuan Dragon, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 214 (20d20 + 140)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
14 (+2)
CON
22 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +6, CON +10, WIS +7, CHA +5
Skills Deception +11, Perception +17, Stealth +8
Damage Vulnerabilities Acid, Bludgeoning, Psychic, Slashing
Damage Resistances Piercing
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Blinded, Exhaustion, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Limited Telepathy. The skeleton can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. Receiving creatures take 1d4 damage.

Joint Detachment. Dragon has 8 major joint points. Head: 50hp, unable to bite, attacks in a random direction going clockwise: (direction). Tail 50hp, disadvantage on attacks, unable to use tail attack. Left wing 50 hp, unable to use wing attack. Right wing 25 hp. Front left leg 30 hp, cannot use claw attack with that leg. Front right leg 30 hp, cannot use claw attack with that leg. Back left leg 40 hp, it must succeed on a DC 15 Dexterity saving throw or become prone. Back right leg 40 hp, it must succeed on a DC 15 Dexterity saving throw or become prone.

Actions

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

Bite. (1) Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. (2-3) Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Each claw attack requires the beast to roll a DC 11 Dex saving throw or fall over (prone) taking 1d4 bludgeoning damage.

Tail. (4) 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 15 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.

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

Shard Breath. Begins charging once going below half health, withholds action, can only be used once. The dragon exhales bone shards in a 90-foot cone. Each creature in that area must succeed on a DC 15 Dexterity saving throw, taking 54 (12d8) (12d8) piercing damage. Half damage on a successful save. If able to successfully knock out a joint before the breath attack is finished charging, Bellahar will get knocked down and take the full impact of his attack.

Sporic Breath. The dragon exhales a cloud of spores in a 90-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or it is inflicted with spores for 1 minute. The effects of the spores causes nausea, and swirling liquid colors to fill the view of the creature causing blindsight on the first turn post infection. On the second turn post infection, monstrous beings begin to take shape instilling fear into the affected creature, must succeed on a DC 13 Wisdom saving throw or roll a 1d4 odd: fear or even: confused. An inflicted creature can repeat the saving throw at the beginning of the next turn until the save is made granting immunity to the spore's effects until reinfection occurs.

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. Only Limited Telepathy can be taken until 50hp has been reduced from Bellahar's true health.

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.

Limited Telepathy. The dragon uses limited telepathy as an attack, taken as a legendary action up until 50hp is reduced.

Description

Bellahar once tasked with guiding the forever storm and forging a path through the winds for humanity to reach the Draconic lands disappeared from the continent long ago. The ancient copper dragon well regarded by his dear friend king Eldymere stood the line between the Crimson Traitor Carlogithem and the beloved King of the Dragons. Carving the path once more through the storm Bellahar witnessed a large shadow appear overhead, disappearing just as quickly as it had appeared.

From below came Carlogithem the Crimson Traitor an Ancient Red Dragon the only creature capable of rivaling the power of the Great King Eldymere. His jaws wrapped tightly around Bellahars right wing crushing it in an instant. Bellahar in that moment was defeated and flung by Carlogithem's jaws into the depths of the storm. Unable to fly Bellahar was knocked unconscious upon making contact with the ground.

By the time Bellahar reached his king to warn him of the impending threat he found he was too late. Eldymere lay still half his body scorned by burns and missing his left wing and arm. His King, his friend, lay unconscious before him and his council blamed Bellahar for their King's state. 

The Crimson Traitor Carlogithem banished and imprisoned for over 2,000 years was held captive within Bellahar's lair with Bellahar himself tasked to watch over him as punishment for his failures. His scales set alight and melted as a result of Carlogithem's contemptuous and hate filled flames, heat consistently released from his body. His lungs burned and choked on smoke for those 2,000 years. Bellahar's punishment was cruel and wicked. Two centuries ago Carlogithem escaped and turned Bellahar into nothing more than an ashen shadow on the wall. A horrid scorched shadow paints the walls capturing Bellahar's last anguished looks as he realized he failed his King oncemore. His bones now lay bare nothing more than the charred remains of the once powerful, once free copper dragon.

Due to the direct actions of your party, the bones of Bellahar have been infected by the hive mind mycelium and his soul has been resurrected onto such bones. A battle over control of Bellahar's body has begun and in his confusion and fury your party is the target of this beast. Before the battle of mind and body begun Bellahar mustered out these words. "What have you done? You have stolen me from my salvation and brought me into these burning bones! I was free and you stole that freedom from me!"

With that the battle for Bellahar's mind begins.

Lair and Lair Actions

 Bellahar’s Lair

Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden. Bellahar's layer is similar to most copper dragon's but with the presence of the Ancient Red Dragon Carlogithem overshadowing his own. Bellahar's rest where the bones of Bellahar lie prior to resurrection is covered almost entirely with mycelium, with the only place lacking fungi being the bones of the dragon.

Lair Actions

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

  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • The Stone spikes exude a 20-foot radius around the initial circumference of the spikes, irradiating spores. Each creature within the radius of this effect must succeed on a DC 13 Constitution saving throw or become infected by the spores [Tooltip Not Found] and [Tooltip Not Found]. A creature can take an action to attempt a DC 13 Wisdom saving throw, if creature fails roll 1d4, odd:[Tooltip Not Found] or even:[Tooltip Not Found].

Regional Effects

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

  • Magic carvings of the dragon’s smiling visage appear cracked and glowing with the same splendor of the mycelium corrupted dragon, can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
  • Intelligent creatures within 1 mile of the dragon’s lair are prone to headaches and visions of Bellahar's past.

If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.

Monster Tags: NPCFungusundead

Habitat: HillMountain

BroBeClownin

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