Special Trait Name. <Energy Wings>
Valstrax has 1 spell level 9, it can cast it twice every 8 turns
Valstrax Lazar: If the target is a creature, it must succeed on a DC 20 Dexterity saving throw or take 100 (9d12) force damage. Can be used twice if back to back in different directions. Extends 80 ft in a straight line. But it ends the turn (Dragon damage is done)
Bite. Melee weapon attack: Plus +12 to hit, reach 10 feet, one target. Hit, 17 (2d6 +10) Pierce damage plus 3 (2d6) Dragon element (if enraged)
Wing dunk. Melee weapon attack: +10 to hit, reach 5 feet, one target. hit, 18 (3d6 +12) bludgeoning damage plus 3 (2d6) Dragon element causing 3 explosions in a 5 feet radius (if enraged) used twice only but can only hit once
Rear wing dunk. ( same as wing dunk just turns around and hit behind it)
Double wing slam. melee weapon attack: plus +15 to hit, reach 15 feet, one target. hit, 16 (2d6 +8) bludgeoning damage plus 4 (2d6) Dragon element (only does when enraged)
Wing slap. Melee weapon attack: plus +13 to hit, reach 15 feet cone, hit 14(2d8+10) bludgeoning damage
Winged grounding. Ranged Weapon Attack: Valstrax slams its wing down than in a 50 foot line explosions of Dragon element Each creature must make a DC 18 Dex saving throw, taking 30(14d6) Dragon damage on a failed, or none on a successful throw.
When enraged this monster can make a Third action every turn but every attack as slightly less on the saving throw. (I'm thinking 2 less Dex)
can make an opportunity attack if a creature tries disengaging when in melee range half the damage of the bite.
After 4 turns Valstrax becomes enraged, activating all the extra affects, these affects last for 5 turns than ends. Repeats
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.
Time Bomb. throws dragon energy bombs that creatures can use a bonus reaction to get away from. A line in going taking up 50 feet in any direction
Jet Dash (Cost 2 actions). The dragon goes into the air and rushes forward. Any creature most succeed on a DC 20 DEX saving throw or take 40 (4d10 + 5) bludgeoning damage and be knocked prone.
When Valstrax falls below 40% and 5% of it's Hp it unleashes a devastating attack.
Mythic Action Name (Costs # Actions). Ambush attack: Cost is hitting an HP threshold, Valstrax flies around the area giving the player 1 turn than slams down into a 30ft wide area doing 100 (15d12+40) bludgeoning damage and be knocked prone. to whatever it hits. For a creature to dodge it they need to succeed a 15 Dex saving throw (Valstrax is immune to damage during this attack)
Description
A monster that is mistaken for a shooting commit looks like nothing else stands atop the highest peak its body glows red when angered, A creature that won't be taken down easily. (Dragon element for 30 seconds on hit nullify elemental damage done, weakens elemental spells by 1/3 of damage.)
(Fighting a monster is like a dance, any creature that attacks before Valstrax has disadvantage on saving throws)
Things party can notice with a perception check of at least (16)
-It draws in air into its chest whenever it wants to go into the air
-really bright flashes of light can knock it out the sky limit 3 times
Survival: While this elder dragon is prideful, they realize when their injured and if given the chance at low hp will retreat to its nest.
Mountain Masters. Valstrax prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. With their speed they can leave and come back very quickly.
Territory defender: If you encounter Valstrax at its nest it will fight till death to defend it.
roaming: will go around and explore the world, can cross paths with party but will leave, if it doesn't consider it worth it.
Wings of Energy: Immune to fly cancelation
Lair and Lair Actions
The ruined pinnacle A mountain that tower above the sky, air is thin, and many different creatures live upon this mountain. Very few have ever made it to the top and even less have ever made it back down.
Lair Actions
once during the battle, Valstrax takes a lair action to cause one of the following effects: Valstrax can’t use the same effect two rounds in a row:
- Unstable ground, Valstrax hits the ground making it shake every creature in area must make a Dex saving throw of at least 15 or lose one of their actions.
- Draw air, Valstrax will draw in a huge amount of air making the thin air even thinner making creatures in the area have difficulty breathing, creatures in the area must make a constitution saving throw of 13 or fall unconscious for 2 seconds.
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