Gargantuan Dragon (Gem), Neutral Evil
Armor Class 25 Natural
Hit Points 620 (30d20 + 300)
Speed 60 ft., fly 120 ft., burrow 60 ft.
STR
30 (+10)
DEX
19 (+4)
CON
30 (+10)
INT
30 (+10)
WIS
24 (+7)
CHA
25 (+7)
Saving Throws CON +19, INT +19, WIS +16, CHA +16
Skills Arcana +26, History +18, Intimidation +25, Perception +18
Damage Vulnerabilities Cold
Damage Resistances All
Damage Immunities Fire, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft, Passive Perception 30
Languages All 1 mile Telapathy Common Telepathy 120ft., Draconic Telepathy 1 mile.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance(5/day): if the dragon fails a saving throw, it can choose to succeed instead.

Gem Awakening (Recharges after a Short or Long Rest). If the Greatwyrm is reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the Greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the Greatwyrm after its Gem Awakening activates.

Volcanic Heat: The Obsidian Dragon exudes overwhelming heat that causes the area around it to crackle and sizzle with sparks and fire. The area within 30 feet of the dragon is difficult terrain. Plant life burns instantly within this radius. Additionally, Fire damage dealt by this dragon and its abilities ignores resistance to fire and treats immunity as resistance. If the dragon takes cold damage, this ability no longer functions until the end if its next turn or until it takes fire damage or enters difficult terrain the dragon has created.

Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success. At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them.

Lava Born: Difficult terrain created by the dragon and its abilities becomes a volcanic landscape, sapping the strength from any foolish enough to remain in it and causing any wooden structures to spontaneously combust. When a creature starts its turn in difficult terrain created by the dragon or enters it for the first time in a round. A creature with resistance to fire damage or any other benefit against extreme heat automatically succeeds on this Saving throw.

Genesis(1/day): The Dragon concentrates all of its Psionic power to create a plane of its own design. Every creature within 300 feet is teleported into a demiplane of the dragons creation. The exact layout is determined by the dragon, but will almost always consist of volcanic terrain, lava, smoke, and rock(Oft resembling the elemental plane of fire). When the dragon reaches 0hp or ends the effect as an action, all affected creatures return to a point within 30 feet of their positions before being teleported into the demiplane.

 

Actions

Multiattack: The dragon makes one bite attack and 2 claw attacks and one spell attack

Claw: Melee Weapon Attack, +15 to hit, reach 10 Ft., One Target. Hit: 15(2d6 + 8) Slashing Damage

Breath Weapon (Recharge 5–6). The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. On a success or failure, the creature's speed becomes 0 until the end of its next turn.

Molten Breath(recharge 5-6): The dragons scales begin to glow red hot at the tips and a glowing red fire can be seen in its chest as it exhales burst of molten rock and flame hot enough to melt the very earth in a 300-Foot Cone. Each Creature in that are must make a dc 24 Dexterity saving throw. On a failed save, a creature takes 36(8d8) Bludgeoning and 36(8d8) Fire Damage and is restrained by newly formed obsidian and volcanic rock until it uses its action and succeeds on a DC 17 Str save or another creature uses its action to free it. On a successful save, a creature takes 1/2 damage and is not restrained. Additionally, the area affected by the cone becomes difficult terrain for 10 minutes.

Spellcasting(Psionics): The dragon casts one of the following spells, requiring no spell components and using intelligence at the spellcasting ability(Spell save dc 24 +15 to hit with spell attacks):

  • 1/day each: Invunerability, Time Stop, 
  • 2/day each: Earthquake, Wall of Fire, Incendiary Cloud, Firestorm, Bones of The Earth, Ashardalon's Stride, Raulothim's Psychic Lance, Erupting Earth, Telekinesis,  Fire Shield, Plane Shift, Flame Strike, Destructive Wave, Gate,  time stop
  • 3/day  each: dispel magic, force cage, plane shift, reverse gravity,.
  • Unlimited: Counterspell, Absorb Elements,
Bonus Actions

Change Shape: The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics(other than size). This transformation ends if the dragon reaches 0hp or uses a bonus action to end it.

Psychic Step: The dragon magically teleports to an unoccupied space within 90 feet of it.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. the dragon regains all spent actions at the beginning of it's turn.

Claw: The dragon makes 1 claw attack

Psionics(Costs 2 actions): The dragon uses Psychic Step or Spellcasting

Pyroclasm(Costs 3 Actions): The dragon triggers a volcanic explosion at a point it can see within 60 feet of it. The earth erupts sending molten rock in every direction. Every creature within a 30 ft radius sphere, centered on the chosen point, must succeed on a DC 24 Dexterity Saving Throw or take 12(2d10) Fire damage plus 12(2d10) Bludgeoning Damage and be knocked prone. The affected area becomes difficult terrain until the start of the dragon's next turn

Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.

Mythic Actions

 If the Abraxis Gem Awakening trait has activated in the last hour, she can use the options below as legendary actions.

Psychic Flare (Costs 3 Actions). The aspect flares with elemental energy. Each creature of Abraxis choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) of Psychic damage. On a successful save, the creature takes half as much damage.

Hurl Through the Outer Planes(Costs 2 Actions). Abraxis targets a creature he is grappling. The creature must succeed on a DC 25 Charisma saving throw or take 52 (10d10) psychic damage and is launched through all outer planes. At the start of the Abraxis next turn, the creature reappears in an unoccupied space within 10 feet of the Abraxis.

1/day each

Kill

A creature you choose within range must make a Wisdom saving throw. On a failed save, its soul snaps in twain, killing it instantly. On a successful saving throw, the target takes instead 20d8+40 force damage. If this spell kills a creature or reduces it to 0 hp, it turns to dust.

Stop

of creatures within range. They all must make a Wisdom save against the primary casters spell save DC. The save is made with disadvantage if there are no more than three more targets than casters. If there are no creatures targeted by this spell who succeeds the save the time stops for all of the targets for the duration. If there were at least one target succeeding the save then the spell has no effect

Description

Obsidian Dragons like all Gem dragons are especially gifted with the power of psionics, with theirs being powerful enough to create and shape the very world around them, often with devastating results, choosing fiery locations and volcanic regions as their favorite areas.

Banished and Scorned: Like the other Gem Dragons, obsidian dragons used to make their home in the Ruby Palace in the court of Sardior, the Ruby Dragon. Yet eons before recorded history Sardior killed the Master of the obsidian dragons, Seradess, and banished all of her kin from the court. This marked the Gem dragons as enemies of the other gem dragons, to be avoided or killed. Wandering without a home, they made their way to the elemental plane of fire, where they could live in relative peace, safe from their former brethren. Living here infused their bodies with the power of elemental fire, granting them even greater power with their psionics.

Creators: Before their exile, the obisidan dragons used their powerful creation abilities to create homes and Demiplanes for use by the gem dragons as lairs, breeding grounds, and treasure chambers. Now, with no purpose, they use their abilities to create homes for themselves, planes with which they have total and complete control and they extend this ability into the mortal planes as well, exerting the influence they once had, in attempt to garner further power and regain their lost prominence as the Apex of the gem dragons, a place they believe themselves robbed of by Sardior.

Selfish Rulers: Being the only evil aligned gem dragon, makes them far and away the most selfish. They believe themselves the pinnacle of all things and that all other life should bow before them, and most societies are not equipped to tell them otherwise. Even a great and powerful red dragon would think twice before challenging an Obsidian Dragon's claim. Any settlements that find themselves under one's thumb often make regular offerings of treasure or livestock, with the dragons taking particular fancy for depictions of themselves. Their hoards consist of relics from the dragons past, including lost items of the ruby palace as well as draconic shards stolen from the dead of other gem dragons, Crystal carvings of themselves, paintings and anything else to feed their insatiable vanity are all desirable and can be found in one's hoard

Lair and Lair Actions

The dragon chooses to make its lair in underground caves beneath a volcanic region, setting up its hoard in an expired magma chamber and observing its land from the boiling caldera or the heart of a volcano. Channels of magma flow beneath the surface on every major pathway through the region which the dragon can swim through as if it were water, allowing easy and undetected traversal as well as a direct passage back to its sleeping chamber.

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:

  • Beguiling Whispers: The dragon telepathically whispers to one creature within range of its telepathy. The creature must make a DC 16 Wisdom save or be charmed by the dragon until initiative count 20 on the next round. The creature while charmed this way obeys any of the dragon's commands that arrent directly harmful to the creature to the best of its abilities.
  • Richter Rumble: The dragon focuses it's mind to cause extreme tremors in the area. All creatures within 60 feet of the dragon must make a DC 24 Con save or be knocked prone until initiative count 20 on the following round. Flying creatures ignore this effect if they are not on the ground.
  • Dire Inferno: The dragon manipulates the earth causing magma to erupt from the ground. The dragon creates 3 walls of magma 25 feet long and 20 feet tall at 3 points within 60 feet. Any creatures in the space of the walls when they form or that come within 5 feet of the walls must succeed on a DC 20 Dexterity saving throw or take 5d8 Fire damage and be stunned until initiative count 20. The walls space becomes difficult terrain and spells and attacks cannot pass through the walls' space.

Regional Effects

The region containing an Obsidian Dragon is shaped by its Psionic magic, creating one or more of the following effects:

  • Obsidian Protrusion: Large Crystals of obsidian begin to grow at an accelerated rate in the area within 6 miles of the dragon's lair. The dragon may cast Scrying at will on the location of any one of these crystal deposits.
  • Draconic Edict: The dragon can spawn a spectral image of itself from any flame or patch of lava within the area within 6 miles of its lair to communicate with any intruders or deliver edicts and orders to any servants or settlements within the area.
  • Burning Rage: Wildlife and humanoids that find themselves within the region around the lair for extended periods find themselves overcome with a burning rage, lashing out at anything they can see, even if that is their own friends at times, this can cause entire settlements to rip eachother to shreds if left unchecked.

If the dragon dies, these effects fade over the course of 2d8 days.

 

Monster Tags: Psionic

Habitat: Mountain

Turac_Angham

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