Gargantuan Dragon (Chromatic), Lawful Evil
Armor Class 21
Hit Points 402 (23d20 + 161)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws DEX +8, WIS +10
Skills Deception +13, Perception +17, Persuasion +13, Stealth +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Perfected Guise. Clelrydot has mastered her chosen elf form, Linnea. While shapeshifted into this specific form, Clelrydot has advantage on Charisma (Deception) checks made to pass as humanoid, and divination magic used to ascertain her true nature reveals misleading results unless the caster succeeds on a Wisdom (Insight) check against her spell save DC.

Simulacrum Awareness. While her Simulacrum (Linnea) is active and on the same plane of existence, Clelrydot maintains a subtle awareness of its general status (active, damaged, destroyed) and location (within 1 mile, farther than 1 mile). As an action, she can attempt to briefly see through the Simulacrum's eyes until the start of her next turn, provided it is within 5 miles.

Whispers of Rot. Creatures that fail their saving throw against Clelrydot's Poison Breath must also succeed a DC 18 Wisdom saving throw or be affected by short-term madness (DMG p. 259) for 1 minute.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version).

Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage.

Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):

At Will: Detect Magic, Mind Spike (level 5 version)
3/Day Each: [Tooltip Not Found], Suggestion
2/Day Each: Cloudkill, Geas, Mass Suggestion, Modify Memory, Scrying
1/Day Each: Dominate Monster, Mind Blank, Mirage Arcane, Project Image, Simulacrum

Bonus Actions

Grasp of Titanwood (While In Titanwood Forest). Clelrydot takes command of the surrounding vegetation, and attempts to grab hold of a creature. Strength Saving Throw: DC 18, one creature on the ground she can see within 90 feet. Failure: target is grappled and restrained until the start of Clelrydot's next turn.

Voice of Command. Clelrydot can target one allied creature she can see within 60 feet. If the target can hear her, it can use its creation to move up to half its speed without provoking  opportunity attacks and can make one melee attack.

Reactions

Hoarded Secrets. Clelrydot jealously guards her knowledge. She has advantage on saving throws against spells or effects that would read her thoughts or compel her to speak the truth. Trigger: If subjected to such an effect by another creature. Wisdom Saving Throw: DC 21, the triggering creature. Failure: the caster takes 21 (6d6) psychic damage and receives a false piece of information planted by Clelrydot instead of the truth.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Cast a Spell. Clelrydot casts Suggestion or Hallucinatory Terrain using a 3/day use, or Mind Spike (5th level version) using an At-Will use.

 

Grasping Root (Costs 1 Action). A root with a 15-foot reach lashes out from a surface (wall, floor, ceiling) within 60 feet of Clelrydot towards one creature she can see within the roots reach. The target must succeed on a DC 19 Strength saving throw or be pulled towards the root's origin point and restrained until the end of Clelrydot's next turn.

 

Noxious Miasma. Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a −2 penalty to AC until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.

Venomous Whisper. Clelrydot targets one creature she can see within 30 feet. The target must succeed on a DC 19 Wisdom saving throw or take 11 (2d10) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Wing Attack (Costs 2 Actions). Clelrydot beats her wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Lair Actions

On Initiative count 20 (losing initiative ties), Clelrydot can  take a lair action ot cause one of the following effects; she can't use the same effect two rounds in a row:

  • Grasping roots erupt from the earth floor and walls in a 30-foot radius centered on a point Clelrydot can see within 120 feet. That area becomes difficult terrain. Each creature in the area must succeed on a DC 19 Strength saving throw or be restrained by the roots. A creature can use its action to make a DC 19 Strength check, freeing itself or another creature within its reach on a success. The roots remain until Clelrydot uses this lair action again or dies. 
  • Clelrydot creates a wall of shimmering, illusory thorns on a solid surface she can see within 120 feet. The wall can be up to 60 feet long, 15 feet high, and 5 feet thick. It appears solid and blocks line of sight. Any creature attempting to pass through must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 23 (5d6) psychic damage and believes it is hitting solid stone or impenetrable roots, potentially becoming frightened of the wall until the end of its next turn. On a successful save, the creature takes half damage and realizes the wall is illusory (though it remains visually). The wall lasts until Clelrydot uses this lair action again or dies.
  • Clelrydot causes a cloud of thick, green spores to burst from fungal growths on the burrow walls or floor at a point she can see within 120 feet. The cloud fills a 20-foot-radius sphere, spreading around corners, and the area is heavily obscured. Each creature that starts its turn in the cloud or enters it for the first time on a turn must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the creature is incapacitated as it gasps for air. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cloud lasts for 1 minute or until a strong wind disperses it.
  • Clelrydot uses the acoustics of the burrow to create unsettling whispers that seem to come from all directions, targeting up to three creatures she can see within 120 feet. Each target must succeed on a DC 19 Wisdom saving throw or be plagued by paranoia. Until the end of Clelrydot's next turn, the affected creature has disadvantage on attack rolls and cannot take reactions.
  • Clelrydot touches a wall, floor, or large root within her lair and becomes invisible (concentration), along with anything she is wearing or carrying, until she attacks, casts a spell, uses this lair action again, or loses concentration. While invisible this way, she can move through the solid earth and roots of her lair as if it were difficult terrain, leaving no trace.
  • Clelrydot targets a section of the root-pierced ceiling she can see within 120 feet. Massive roots tear loose and fall, showering the area below with debris. Each creature within a 15-foot radius below that point must make a DC 19 Dexterity saving throw, taking 33 6d10 bludgeoning damage on a failed save, or half as much on a successful one. The area also becomes difficult terrain until cleared.

Regional Effects

The region surrounding Clelrydot's lair is acutely affected by her magic, and exhibits the following effects:

  • Within 6 miles of the lair, the forest paths seem to twist and turn back on themselves unexpectedly. Navigating requires a successful DC 15 Wisdom (Survival) check each hour, or the party makes no progress or becomes lost. Furthermore, within 1 mile of the lair, Clelrydot can weave illusions into the dense thickets, making solid walls of thorns appear passable or concealing real paths behind illusory dead ends (requiring a DC 19 Investigation check or truesight to discern).
  • Within 3 miles of the lair, the wind rustling through the leaves and the creaking of branches seem to form indistinct whispers that prey on doubts and fears. Creatures attempting to rest in this area must succeed on a DC 15 Wisdom saving throw or gain no benefit from the rest and suffer disadvantage on Wisdom (Insight) checks and saving throws against being frightened until they finish their next rest outside this radius.
  • Within 1 mile of the lair, the air carries a faint, cloying sweetness mixed with decay. Water sources appear unnaturally clear but are subtly tainted; creatures drinking the water must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. Some plants bloom with unnatural vibrancy but are poisonous to the touch (DC 15 Con save vs 2d6 poison damage). Furthermore, rodents and birds act as Clelrydot's spies (as standard), but might occasionally approach travelers, seemingly offering guidance (via chirps, leading movements) that directs them towards hazards or away from sensitive areas.
  • Within 1 mile of the lair, Clelrydot leaves no physical evidence of her passage unless she wishes to. Tracking her there is impossible except by magical means.
  • Within the sphere of influence of Fael Alari (2 miles from the town), certain non-harmful plants might grow with unusual speed or vibrancy near places where tithes have been left, reinforcing the false goddess narrative. However, areas where the townsfolk have been lax might show signs of unnatural blight or aggressive thorny growth.

Habitat: Forest

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