Huge Dragon, Lawful Evil
AC 21 Natural    Initiative +15 (25)
HP 207 (18d12 + 90)
Speed 40 ft., Fly 80 ft., Swim 60 ft.
Mod Save
STR 23 +6 +6
DEX 12 +1 +7
CON 21 +5 +11
Mod Save
INT 18 +4 +4
WIS 15 +2 +8
CHA 17 +3 +9
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Resistances Necrotic, Poison
Immunities Poisoned
Senses Blindsight 60, Darkvision; Passive Perception 18
Languages Common, Draconic
CR 20 (XP 25,000; PB +6)
Traits

Amphibious. The dragon can breathe air and water.

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: 1d20+11 to hit, reach 10 ft., one target. Hit: 2d10+6 piercing damage + 2d6 poison damage.

Claw. Melee Weapon Attack: 1d20+11 to hit, reach 5 ft., one target. Hit: 2d5+6 slashing damage.

Tail. Melee Weapon Attack: 1d20+11 to hit, reach 15 ft., one target. Hit: 2d8+6 bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice within 120 feet must make a DC 16 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 a success. If a creature succeeds or the effect ends, it is immune to the dragon’s Frightful Presence for 24 hours.

Spore Breath (Recharge 5-6). The dragon exhales a cloud of toxic spores in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 16d6 poison damage on a failed save, or half as much on a successful one.

Recharge Roll: Recharge on 5-6

Additional Effect. Creatures that fail the save must make a DC 15 Constitution saving throw at the start of their next turn or become poisoned for 1 minute. While poisoned, they suffer hallucinations and disadvantage on Intelligence and Wisdom checks.

Reactions

Vaelzorith wields the ancient power of fungal regeneration, a technique developed through years of studying decay and rebirth within his domain.

Mycotic Cocoon (Reaction). When Vaelzorith is targeted by an attack or spell, he may use his reaction to encase himself within fungal growth, triggering the following effects:

  • Regeneration: Vaelzorith regains 25 HP immediately.

  • Enhanced Defense: His AC temporarily increases by +5.

  • Stunning Suspension: While encased, Vaelzorith cannot take actions or move until the start of his next turn. He must concentrate on being encased, and is stunned until concentration is broken.

Uses: 3 times per long rest.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet must succeed on a DC 19 Dexterity saving throw or take 2d6+6 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Within the dense forests of his domain, Vaelzorith manipulates fungal growth and toxic spores to create hazardous environments, ensuring no intruder leaves unscathed. When fighting within his lair, he can invoke the following effects at initiative count 20 (losing ties):

Bloom of Decay (Terrain Manipulation)

Vaelzorith accelerates fungal growth, causing thick clusters of toxic mushrooms to erupt from the ground. Creatures within 30 feet of him must make a DC 17 Constitution saving throw or become poisoned for 1 minute. Poisoned creatures suffer vivid hallucinations, making Wisdom and Intelligence checks at disadvantage while affected.

The mushrooms persist for 3 rounds, creating heavily obscured terrain unless burned or destroyed.

Veil of Spore-Mist (Defensive Concealment)

Vaelzorith summons a wave of thick, spore-laden fog, blanketing a 60-foot radius around him. All creatures within the mist have disadvantage on Perception checks relying on sight.

Any creature attempting to target Vaelzorith with a ranged attack or spell must first make a DC 15 Wisdom saving throw—failure means they cannot accurately perceive his location until the start of their next turn.

The mist lasts until initiative count 20 on the next round, dispersing naturally unless magically removed.

Fungal Reclamation (Regenerative Growth)

The lair’s fungi respond to Vaelzorith’s call, feeding his wounds. Vaelzorith regains 20 HP as the spores infuse his body with healing energy.

Any creatures within 15 feet of him must succeed on a DC 18 Constitution saving throw or suffer 1d10 poison damage as spores latch onto them.

Habitat: ForestGrasslandMountain

SixTheFox

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