Gargantuan Dragon, Neutral
Armor Class 27 (natural armor)
Hit Points 738 (36d20 + 360)
Speed 40 ft., swim 40 ft., burrow 120 ft.
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +13, CON +19, INT +9, WIS +9, CHA +9
Skills Insight +10, Intimidation +18, Perception +18
Damage Resistances Cold, Fire
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft, Passive Perception 28
Languages Draconic, Telepathy 120 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The dragon can breathe air and water.

Discorporation. When Zuth drops to 0 hit points, its body is destroyed, and it is unable to take physical form for a time.

Dragon Sense. Zuth may use the scrying spell as a natural ability. Zuth uses this ability to target dragons only.

Earth Glide. Zuth can burrow through nonmagical, unworked earth and stone. While doing so, Zuth does not disturb the material it moves through.

False Appearance. While Zuth remains motionless, it is indistinguishable from a hillside or mountainside

Legendary Resistance (6/Day). If Zuth fails a saving throw, it can choose to succeed instead.

Magic Resistance. Zuth has advantage on saving throws against spells and other magical effects.

Magic Weapons. Zuth's weapon attacks are magical.

Reflective Body. If Zuth is targeted by a magic missile spell, a line spell, a spell that requires a ranged attack roll or any breath weapon, roll a d4. On a 1 to 3, Zuth is unaffected. On a 4, Zuth is unaffected and the magical effect or breath weapon is reflected and targets the caster as though the spell or effect originated from Zuth.

Regeneration. Zuth regains 30 hit points at the start of its turn. If Zuth takes radiant damage on its body, this trait doesn't function at the start of its next turn. Zuth only dies if it starts its turn with 0 hit points and doesn't regenerate.

Siege Monster. Zuth deals double damage to objects and structures

Actions

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

Bite. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 17 (2d8 + 10) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 17 (2d8 + 10) bludgeoning damage.

Rock. Ranged Weapon Attack: +19 to hit, reach 60/240 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage.

Frightful Presence. Each creature of the Zuth'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 Zuth's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 3–6). Zuth exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 91 (26d6) poison damage on a failed save, or half as much damage on a successful one. If the creature is a dragon, Zuth's poison breath bypasses any natural or magical poison immunities. A dragon must first save against the poison breath. A dragon must then make a DC 22 Constitution saving throw. On a failed save, it takes an additional 75 (10d6+40) force damage or half as much on a successful one. If the damage reduces the dragon to 0 hit points, it is disintegrated. A disintegrated dragon and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The dragon can be restored to life only by means of a true resurrection or wish spell.

Legendary Actions

Zuth 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. Zuth regains spent legendary actions at the start of its turn.

Bite. Zuth makes a Bite attack.

Burrow. Zuth is able to move, burrowing into the earth, without provoking an attack of opportunity.

Detect. Zuth makes a Wisdom (Perception) check.

Rock. Zuth makes a Rock attack.

Tail Attack. The dragon makes a tail attack.

Summon Lightning (Costs 2 Actions). Zuth summons lightning from a nearby storm cloud. The point of origin is within 500 feet of Zuth. The bolt strikes a 10-foot area that Zuth can see. Any creature within 10 feet of that point must succeed on a DC 17 Dexterity saving throw or take 54 (12d8) lightning damage or half as much on a successful one. Any lightning immunity becomes a resistance instead. Any resistances to lightning is considered full damage.

Description

Crisp evening descends as a furtive group of druids converges upon a weathered stone dais. As the druids chant in unison, a quarreling flock of birds falls silent and takes to the sky, fleeing a terrible threat yet unseen. An expectant hush builds as if the forest itself holds its breath until a deep and vibrant thrumming beats from the heart of the earth. A tumultuous crash rattles the boiling sky and screaming lightning rips an ancient tree in twane. Nearby, an inert hill heaves with life as a sleeping giant wakes and rises towards the angry clouds above and rooted trees cling as if desperate to hang onto its broad back. It lets out a thunderous roar that's heard for leagues. Earth and stone, mud and gravel, moss and silt slough from the giant in massive slopping heaps while it moves forth with languid ease. Lumbering and heavy, its height seemingly unlimited, and the earth itself sighs while cracking beneath its weight. And now the maddened and feverish worshipers exclaim, “Arise, Zuth, arise!” Laws of nature are unavoidable, absolute and eternal. What is born surely dies. For every balmy, warm summer, there is a chilling, cruel winter. Day invariably gives way to night. Just as above has below and black has white, all that is good has an opposite and equal reflection in evil. In short, each thing that exists has its direct counterpoint, a reversed mirror image that balances its place, and indeed its meaning, in the whole of existence. All natural things have their respective opposites, except Zuth. Zuth is the personification of this harmonious force of balance and opposites. Zuth is ancient; it is enormous and it is the ultimate expression of nature's absolute and impersonal will. Legend tells that Zuth was created from all elements. The supra-personal Will of Nature drew from itself a powerful being to act as a counter to the presence of dragons. After all, being that they are creatures of magic, dragons are outside the bounds of natural order. Zuth rises from its deep slumber when it senses the call to restore symmetry between all dragons: good or evil, gold or black, fire or ice. If there are too many green dragons in the world, Zuth corrects this dysfunction. If there's a surplus of bronze dragons, Zuth restores the average. Zuth is forever. Even if destroyed, it is always birthed again in time. When Zuth sheds one of its scales, that scale works its way deep into the earth like an oak seed. There, within a cradle of dirt and stone and throughout several centuries, the scale forms an exact duplicate of Zuth. Therefore, even if one version of Zuth is defeated, another will always return to take its place in order to restore nature's order. Zuth possesses non-verbal intelligence. It thinks only in images and only has the base emotions of an animal. Its communication is telepathic, expressing its will with imagery and emotional impressions. Often it is difficult to determine its exact motives and aims, as the images often have no context, leaving the guesswork entirely in the hands of those who receive the impressions. The presence of Zuth has fueled many speculations as to why it exists in the world, and some druids have come to revere this mighty creature, lending to it a status of a demi-god or a potent spirit of nature itself. Zuth awakens when the stars align in a particular formation once in a century. Additionally, once every thousand years, a purge occurs. In this purge, Zuth rises to destroy dragons indiscriminately. Other dragons of all types seem to sense each upcoming cleansing. The world sees far more dragon activity as they collectively panic in the months before a forthcoming purge. Zuth destroys all the unlucky dragons that are in its path. During such purging events, the dragon population is culled without any logical pattern, and the events last until Zuth is destroyed. A great mystery lies in Zuth's designless cullings. How can there be any balance in absolute destruction? It is a question that none but nature itself can answer.

Lair and Lair Actions

 

Zuth does not have a lair but these actions can be used within 300 feet of Zuth

Lair Actions

On initiative count 20 (losing initiative ties), Zuth takes a lair action to cause one of the following effects; Zuth can’t use the same effect two rounds in a row:

  • A tremor shakes the area in a 60 foot area around Zuth. Each creature on the ground must succeed a DC 18 Dexterity saving throw or be knocked prone 
  • Zuth summons (1d4) [creature]treant[/creature]  to his aid. These creatures act on their own initiative according to Zuth's will but will become free creatures in the event of his death.
  • Any creature with a direct tie to the natural order at GM discretion (nature clerics, oath of the ancients paladins or druids in general) must succeed on a DC 20 Wisdom saving throw or fall under Zuth's sway intil the start of the next round per initiative. Their actions are at GM discretion and must serve the larger purpose Zuth was summoned to pursue.

 

BigChazza

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