Gargantuan Dragon, Lawful Evil
AC 25 (Natural Armor)    Initiative +16 (26)
HP 615 (30d20 + 300)
Speed 60 ft., burrow 60 ft., swim 60 ft., fly 120 ft.
Mod Save
STR 30 +10 +10
DEX 14 +2 +10
CON 30 +10 +18
Mod Save
INT 26 +8 +8
WIS 24 +7 +15
CHA 28 +9 +17
Skills Arcana +16, Deception +17, History +16, Insight +23, Investigation +16, Perception +23, Persuasion +17, Stealth +18
Resistances Bludgeoning, Piercing, Slashing
Immunities Poison, Psychic; Charmed, Frightened, Poisoned
Senses Blindsight 200ft., Truesight 120ft., Passive Perception 33
Languages Common, Draconic, Druidic, Infernal, Netherese
CR 28 (XP 120,000, or 135,000 in lair; PB +8)
Traits

Legendary Resistance (4/day, or 5/day in lair). If Farchance fails a saving throw, he can choose to succeed it instead,

Amphibious.  Farchance can breathe air and water.

Poison Incarnate. Farchance ignores poison resistance and treats immunity as resistance. Additionally, if Farchance takes poison damage, he regains hit points equal to the damage that would be done.

Imperial Awareness. Farchance knows if he hears a lie or half-truth.

Venomous Blood. If Farchance takes damage from a melee weapon attack, the attacker takes 14 (4d6) poison damage.

Actions

Multiattack. The dragon makes three Rend attacks. He can replace one attack with a use of his Innate Spellcasting.

Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 28 (4d8 + 10) Force damage plus 21 (6d6) Poison damage.

Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 26, each creature in a 90-foot Cone. Failure: 105 (30d6) Poison damage. Success: Half damage.

Innate Spellcasting. Farchance casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25, +17 to hit):

At Will: Detect Magic, Ray of Sickness (9th-level version), Geas

1/day: Cloudkill (9th-level version), Mass Polymorph, Lungburst

Spellcasting. Farchance casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 24):

At Will: Shield, Dispel Magic, Counterspell, Modify Memory

2/day: Finger of Death, Mental Prison, Soul Cage, Evard's Black Tentacles

1/day: Conjure Minor Elementals (7th-level version), Greater Invisibility, Crown of Stars, Simulacrum, Plane Shift

Reactions

Farchance can make three reactions per round but only one per turn.

Gaseous Escape. When a creature starts or ends its turn within 10ft of him, Farchance explodes into poisonous gas. Farchance then teleports to a point he can see within 30ft of him. Creatures within 15ft of the space Farchance left, must make DC 25 constitution saving throw or take 28 (8d6) poison damage. On a successful saving throw they gain the poisoned condition until the end of their next turn.

Forced Transmutation. When Farchance is about to take damage from a spell or magical effect he can see within 60ft of him, the caster must make a DC 24 charisma saving throw. On a failure, the spells damage type is switched to poison.

Lair and Lair Actions

Lair Actions

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

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that Farchance can see within 120 feet of him. That area becomes difficult terrain, and each creature there must succeed on a DC 25 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 25 Strength check and succeeds. The roots and vines wilt away when Farchance uses this lair action again or when he dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of Farchance. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 25 Dexterity saving throw. A creature that fails the save takes 36 (8d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 25 Dexterity saving throw once each round it’s in contact with the wall, taking 36 (8d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 10, 30 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when Farchance dies.
  • Magical fog billows around one creature Farchance can see within 120 feet of it. The creature must succeed on a DC 24 Wisdom saving throw or be charmed by Farchance  until initiative count 20 on the next round.

The region containing Farchance's lair is warped by his presence, creating the following effects:

Beast Spies. Tiny Beasts magically gain the ability to understand Draconic and can communicate telepathically with Farchance while within 1 mile of the lair.

Poisonous Thicket. Ordinary plants growing within 1 mile of the lair poison the air around them. Whenever a creature other than Farchance or his allies finishes a Long Rest in that area, it must succeed on a DC 25 Constitution saving throw or have the poisoned condition for 1 hour.

If Farchance dies or moves his lair elsewhere, these effects end immediately.

raule2005

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