Gargantuan Dragon, Chaotic Neutral
Armor Class 23 Natural Armor
Hit Points 575 (30d20 + 250)
Speed 40 ft., Climb 40 ft., Fly 80 ft., Walk 40 ft.
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
28 (+9)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws DEX +12, CON +18, WIS +13, CHA +14
Skills Deception +16, Insight +13, Perception +13, Stealth +12
Damage Immunities Fire, Lightning, Psychic
Condition Immunities Charmed
Senses Blindsight 60 ft, Darkvision 240 ft, Passive Perception 24
Languages All
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Inscrutable. Alizoth is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain Alizoth's intentions or sincerity have disadvantage.

Mindreader. Ranged Attacks against the creature have Disadvantage.

Creature Sense. The dragon is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Breath Control. The dragon has exceptional control over its ability to breathe searing plasma. The Plasma Breath and Plasma Spear actions both use the dragon’s stored up plasma reserve, so if one ability is used, it must recharge before the other can be used.

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

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: +18 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 18 (4d8) fire damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) 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 22 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.

Plasma Breath (Recharge 5–6). The dragon exhales plasma in a 90-foot cone, or a 180-foot line. Each creature in that area must make a DC 25 Dexterity saving throw, taking 98 (28d6) fire damage on a failed save, or half as much damage on a successful one. Fire damage dealt by the dragon’s breath bypasses fire resistance, but not immunity. All creatures within 60 feet of the dragon that can see it must succeed on a DC 25 Constitution saving throw or be blinded  for 1d4 rounds.

Plasma Spear  (Recharge 5–6).Ranged Spell Attack: +18 to hit, reach 600 ft., one target. Hit: 98 (28d6). Fire damage dealt by the dragon’s breath bypasses fire resistance, but not immunity. This attack ignores any cover bonus to AC benefiting the target except for cover bonuses granted by objects made of adamantine.  The target must succeed on a DC 25 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is permanent unless undone with magic such as the greater restoration spell. On a critical hit, this attack severs one of the target’s limbs, if it has any.

Spellcasting (Psionics). Alizoth casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):

At will: encode thoughts, vicious mockery, mind sliver, detect thoughts, dissonant whispers, sleep, Tasha's hideous laughter, detect magic, enthrall, zone of truth, silence, dispel magic, enemies abound, incite greed, compulsion, confusion

1/day each: hallucinatory terrain, modify memory, geas, synaptic static, mental prison, power word fortify, feeblemind, power word kill, power word heal

Bonus Actions

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

Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

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.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Command. The dragon bellows a command to one of its allies within 300 feet. The chosen creature can immediately take one action.

Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.

Psychic Scream (Costs 2 Actions).

The dragon emits a wave of psionic energy 30 feet in all directions around it. Each creature with an Intelligence score of 4 or higher within that area must make a DC 22 Intelligence saving throw, taking 14 (2d8+5) psychic damage on a failed save, or half as much on a successful one. Alizoth then teleports up to 40 feet away.

Description

Alizoth is a breathtaking and fearsome sight, his massive form cloaked in vivid, unnatural hues that pulse with otherworldly energy. His scales shimmer with a deep violet. His eyes burn with an intense purple glow, piercing the gloom with an unsettling brilliance. His broad wings stretch wide, the membranes tattered and scarred from countless battles, fading from a fierce magenta to a shadowy purple, edged with beige bone spines. Alizoth's chest, aglow with crimson heat exuding raw power.

Lair and Lair Actions

Centuries ago, in the era when kingdoms rose and fell like waves upon the shore, there existed a realm of unparalleled grandeur. At the heart of this kingdom lay a subterranean vault, a treasure trove of unimaginable wealth and power. Guarding this vault was Alizoth the Dread, an ancient purple dragon whose very name sent shivers down the spines of those who dared to utter it. Alizoth was not merely a guardian, but a malevolent force of nature, driven by insatiable greed and sadistic pleasure in the suffering of others. His scales shimmered with an otherworldly hue of violet, a warning to any who dared to trespass upon his domain. Legend has it that Alizoth's lair was once a majestic palace, now reduced to ruins by the sheer force of his wrath. The kingdom that had once flourished above ground met its demise at the claws and fangs of this tyrant of the skies. Not out of necessity or vengeance, but simply because the king's hoard, hidden within the depths of the vault, beckoned to Alizoth with promises of untold riches. For millennia, Alizoth remained ensconced within his subterranean lair, emerging only to wreak havoc upon any foolhardy adventurers who dared to seek his treasure. Tales of these encounters spread far and wide, whispered around campfires and in the hushed halls of taverns. Few who ventured into Alizoth's domain ever returned, and those who did were often driven mad by the horrors they witnessed. But Alizoth was not merely a hoarder of treasure; he was a warrior without equal, a being of immense power and cunning. He would emerge from his lair to do battle with other dragons who dared to challenge his supremacy, their clashes shaking the very foundations of the earth. To this day, Alizoth the Dread remains a legend, a fearsome specter haunting the dreams of adventurers and kings alike. His lair lies hidden beneath the earth, a testament to the folly of greed and the boundless depths of evil that lurk in the hearts of dragons.

 

The challenge rating of Alizoth the Dread increases by 1 when it’s encountered in his lair.

 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

 

Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.

 

Imprisoning Force. The dragon casts the forcecage spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies.

 

Spatial Projection. The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon’s spaces at the same time, the dragon is affected only once.

 

Regional Effects

The region which Alizoth’s lair resides is warped by the dragon’s magic, which creates the following effect:

 

A veil of darkness shrouds the land within 1 mile of the dragon’s lair. Flames sputter to stay lit and natural sunlight seems muted. All dim light is treated as darkness and creatures with darkvision are unable to see in the dark as though they did not have darkvision.

 

If the dragon dies, this effect fade over the course of 1d10 days.

Habitat: HillMountainUnderdark

MystryMan1198

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