Huge Dragon, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 337 (25d12 + 175)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
15 (+2)
WIS
15 (+2)
CHA
21 (+5)
Saving Throws CON +14, CHA +12
Skills Athletics +15, Intimidation +12, Perception +9, Persuasion +12
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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

 

Actions

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

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of ziatora's choice that is within 120 feet of her and aware of it must succeed on a DC 19 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 ziatora's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 1d6). Ziatora exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Draconic Rage (2/Day). Ziatora gains immense power fueled by her draconic heritage and pure rage.

While raging, ziatora gains the following benefits:

  • Ziatora has advantage on Strength checks and Strength saving throws.
  • When ziatora makes a melee weapon attack using Strength, she gains a +5 bonus to the damage roll. 
  • Ziatora has resistance to bludgeoning, piercing, and slashing damage.
  • Whenever a creature within 10ft of ziatora damages her, the creature must make a Dexterity saving throw. It takes 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.
  • Ziatora has advantage on saving throws against spells and other magical effects.
  • Ziatora is immune to being charmed, frightened, or stunned.



This effect ends after 3 minutes or if Ziatora is unconscious.

Legendary Actions

Ziatora 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. Ziatora makes a Wisdom (Perception) check.

Tail Attack. Ziatora makes a tail attack.

Sacrificial Blitz (2 Action.) Ziatora grabs a medium sized lackey within 10 feet of her and hurls them at a target she can see within 90 feet of her. The lackey must make a DC 21 Constitution saving throw, taking 55 (10d10) bludgeoning damage on a failed save and half as much damage on a successful one. The target must make a DC 21 Dexterity saving throw, taking 33 (6d10) force damage on a failed save and half as much on a successful one. 

 

Lair and Lair Actions

The Treza

 The Riveteers's headquarters is The Treza, a cavernous warehouse lair in the port district of the Caldaia, where Ziatora lounges and manages the Riveteers' business. Inside this massive space, Ziatora has had her Riveteers build a monument to her glory, shaping its iron beams and balconies into draconic shapes. High ceilings and channels of molten metals define the interior of the space, crossing over floors of dark glass. The Treza is always busy, echoing with the sound of Riveteers smugglers fencing their latest hauls, lair bosses training their recruits, and general carousing.

Lair Actions

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

  • Flames erupts from a point on the ground ziatora can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor caused from all the machinery shakes the lair in a 60-foot radius around ziatora. Each creature other than ziatora on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Tainted Steam forms a cloud in a 20-foot-radius sphere centered on a point ziatora can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

 

Regional Effects

The Treza lair is warped by ziatora's magic, which creates one or more of the following effects:

 

The ground is constantly shaking within the treza.

Water sources within the treza instantly evaporate.

The sound of machinery causes every creature within the treza to make Wisdom (Perception) checks that involve hearing with disadvantage.

If the dragon dies, these effects fade over the course of 1d10 days.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/22/2024 1:05:54 AM
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5/2/2025 4:09:28 PM
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Habitat: Urban

RickyBobby1347

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