Gargantuan Dragon (Chromatic), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 250 (16d20 + 80)
Speed
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
17 (+3)
WIS
19 (+4)
CHA
22 (+6)
Saving Throws STR +11, CON +10, CHA +11
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire, Lightning
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Passive Perception 19
Languages Common, draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/day). Enter the description for your special trait.

Howl of the Twilight God (Mythic Trait; 1/day). As Alduin reaches 175 or fewer hit points, it lets a roar that shakes the earth and gains 175 temporary hit points. From the ground, eight draugar rise surrounding the players.

Innate Spellcasting. Alduin's innate spellcasting ability is Charisma (spell save DC 21, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: toll the dead, chilling touch, crown of madness
3/day each: animate dead, dominate person
1/day each: raise dead, control weather, ring of silence

Actions

Multiattack. Alduin makes three attacks, one with its bite, two with its claw, and one with its tail.

Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 19 (2d10 + 6) piercing damage plus 15 fire damage as long as its mythic trait is active.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., 1 target. Hit: 16 (2d8 + 6) bludgeoning damage.

Fus Ro Dah (Recharge 6). Alduin shouts Fus Ro Dah, exhaling a wave of force in a 60ft cone. All creatures within the cone must make a DC 20 Dexterity saving throw, be knocked prone, pushed 50ft backwards and take 28 (8d6) thunder damage on a failed, or half that much on a failed save, and be knocked pronely.

Struhn Bah Toor (1/day). Alduin shouts Stun Bah Tor. Within 5 miles of it, the weather becomes stormy and strong winds pick up. While another creature is within this storm, it must make a DC 20 Strength saving. On a failed save, it is considered in difficult terrain until its next turn begins. At the beginning of Alduin's turn, it can call down lightning bolts. All other creatures within the storm must make a DC 20 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or no damage on a successful one. The storm lasts for 1 minute or until Alduin dispels it.

Yol Toor Shul (Recharge 5-6). Alduin exhales fire in a 60ft cone. Each creature in the area must make a DC 20 Dexterity saving throw, taking 12d8 fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

You can use legendary actions at the end of a player's turn. Alduin gets 3 actions total and regains all actions at the end of its turn.

Tail Attack. Alduin makes a tail attack.

Shout (Costs 2 Actions). Alduin uses one of its shouts as long as it can.

 

Mythic Actions

Alduin can use a mythic action in place of a legendary action as long as it's mythic trait is active.

Recharge. Alduin recharges one of its shouts.

Raise Dead (Costs 2 Actions). Alduin casts raise dead without requiring spell components or expending a spell slot.

Vinon_Zerafore

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