Gargantuan Dragon, Chaotic Evil
Armor Class 30 Natural Armor
Hit Points 6000 (250d20)
Speed 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
20 (+5)
WIS
25 (+7)
CHA
20 (+5)
Saving Throws STR +34, DEX +19, CON +39, INT +24, WIS +31, CHA +29
Skills Deception +20, Insight +15, Intimidation +25, Perception +20
Damage Vulnerabilities Bludgeoning, Piercing, Slashing
Damage Resistances Damage from Spells
Damage Immunities Fire
Condition Immunities Charmed
Senses Blindsight 60 Feet, Darkvision 120 Feet, Passive Perception 21
Languages Common, Draconic, Infernal Common, Draconic, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Magic Resistance. The fatalis has advantage on saving throws against spells and other magical effects.

Shifting Scales. The fatalis has three forms; black, crimson, and white. At the start of the fatalis turn its scales shift, black to crimson, crimson to white, or white to black. The Fatalis loses its breath weapon, damage immunities, weaknesses, and elemental damage from their bite or claw attacks and gain the benefits below of its new scale color. Breath attacks all share the same recharge.

    Black Scales

  • Black Fire (Recharge 5-6). The fatalis exhales a black flame in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 55 (10d10) necrotic damage plus 28 (8d6) fire on a failed save, or half as much damage on a successful one.
  • Bite. attacks deal an additional 11 (2d10) necrotic damage (not included in the attack action).
  • Damage Immunities. necrotic, bludgeoning, psychic
  • Damage Weaknesses.  force, radiant

Crimson Scales

  • Crimson Demons Breath (Recharge 5-6). The fatalis exhales flames mixed with a primordial energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 32 (8d8) fire damage plus 24 (8d6) necrotic and 24 (8d6) radiant damage on a failed save, or half as much damage on a successful one.
  • Bite. attacks deal an additional 11 (2d10) fire damage (not included in the attack action).
  • Damage Immunities. fire, slashing, acid
  • Damage Weaknesses. radiant, cold

 

White Scales

  • Emperor's Roar (Recharge 5-6). The fatalis calls down a giant bolt of red lightning enveloping the area around the fatalis with a bright red glow. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on the ground below the fatalis must make a DC 24 Dexterity saving throw, taking 56 (16d6) lighting damage plus 22 (5d8) fire on a failed save, or half as much damage on a successful one.
  • Claw. attack deals an additional 7 (2d6) lightning damage (not included in the attack action).
  • Damage Immunities. lightning, piercing, radiant
  • Damage Weaknesses. force, fire

Beyond Foreign. fatalis has a Unique Mechanic unlike any dragon seen before. While it has a total HP pool, Heroes can attack specific parts of the monster, potentially injuring it severely and locked fatalis out of using certain attacks. These are called “Breaks.” These parts include the following areas: Wings (1000 HP Each), Chest (1000 HP), Tail (1000 HP), and Head (1000 x 2 HP can be broken twice). Attacks will state if they can or cannot be used depending on what parts have been “Broken”

Actions

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

Frightful Presence. Each creature of the fatalis's choice that is within 120 feet of the fatalis and aware of it must succeed on a DC 21 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 fatalis's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, 20 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.

Fireball. The fatalis exhales a fireball radius within 120 ft of its location. Each creature in a 10-foot radius Sphere centered on that point must make a DC 24 Dexterity saving throw. A target takes 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Enraged Revolt. After taking damage fatalis can enter a frenzy and gains one more action its next turn, this action can only be used once per combat encounter with fatalis.

Reactions

Chomp. fatalis makes one bite attack or wing attack and reduces the damage by 4d12 damage.

Legendary Actions

The fatalis 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 fatalis regains spent legendary actions at the start of its turn.

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

Tail Attack. The fatalis makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the fatalis must succeed on a DC 24 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The fatalis can then fly up to half its flying speed.

Blight Surge. fatalis expels large quantities of blight from its body in all directions in a scorching wave. All creatures not behind at least half cover must make a DC 20 Constitution saving throw or gain one level of Blight infection (exhaustion) and take 2d8 fire damage.

Siege Breath. fatalis takes to the skys far out of reach and shoots down a devastating breath of flame onto the arena, each creature not behind full cover, or the massive iron gate at the back of the arena, must take 40d20 Fire damage. If the head has been damaged once the damage is reduced to 20d20, if it has been broken twice the damage is reduced to 10d20.

Description

A legendary black dragon known only as Fatalis. Rumored to have destroyed a kingdom in a single night, and has taken its castle for a roost. As Long as its horns are intact, overcoming its final form's breath attack may be impossible. Cannons and ballistae can topple it. Flinch shots when its flying or standing will lower its head. In legend, it is said that all living things fear Fatalis, including other Elder Dragons, such as Teostra and Lao-Shan Lung. All monsters are said to try to avoid Fatalis at all costs, leading to some leaving areas altogether simply to avoid it.

The Fatalis is a powerful, unnatural beast. The Fatalis scales are extremely thick, while its shell is very durable. This is due to Fatalis melting the armor of its fallen prey on its shell, increasing its protection against some attacks. Fatalis doesn't seem to have very good eyesight, though this may be partially be due to what its eyes are made of. Creepily, a Fatalis's eyes are made out of crystals. How is unknown. Fatalis's wing membrane is flexible, but as hard as metal. From this, Fatalis's wings don't break very easily, allowing it to fly at high speeds and support itself as it becomes airborne. Even on the ground, Fatalis is able to walk on all fours and rush prey at shocking speeds with sheer power behind its bulk. The most powerful feature is its powerful fiery breath. This fire is some of the strongest fire breath out of all monsters and can kill most enemies almost instantly. Recent encounters have revealed that Fatalis possess control over fire on par with Teostra and Lunastra. Its fire breath extends well beyond the length and height of the already large dragon.

In some legends about the Fatalis, there is a legend known by some as the shifting scales of fate. This legend claims that the Second Coming of Fatalis is infinite. The Fatalis in this legend is quite different from the Fatalis seen in the other legends. This Fatalis is described to have six horns, a glowing blue chest, a short mane in between its spikes, bizarre fluids flowing throughout its body, and the ability to shift its scales from black, red, or white. Each set of scales is said to grant the fatalis different abilities and protection. The most well known of these skills are the Black Flame and Crimson Demons breath that are said to combine the elements Fire and Death together, Despite both being combined together with the same elements, Each breath has a different element that seems to overtake this Fatalis's body, allowing it to do things not seen in other legends. This Fatalis is said to be able to send monsters running with a single flap of its wings.

 

A creepy light coming from its eyes invites those it stares at into its dark depths. The fluids are said to have no exact weight. Its shell is impervious to strikes from weapons and has terrifying power inside of it, which could be unleashed at any time. The scariest part about this legend is that not only is its strength far beyond the ones from the other legends, but its body shows signs of possible regenerative powers. This means that this Fatalis may be able to regenerate after taking large amounts of damage, just like Dire Miralis can regenerate from its still beating heart. Thankfully, this legend hasn't been proven as of yet so the Guild has nothing to worry about.

One thing that all the legends share about Fatalis is its equipment. This equipment is much more than what it appears to be. When adventurers wear this monster's armor, they are known to disappear mysteriously without a trace or even die if the armor is worn for too long. Some who have worn the Fatalis's armor report having terrible nightmares, unsettling strength, and a feeling as if they were being possessed by something. They also report feeling a familiar pulse coming from the armor, a feeling as if their legs were taken from them. With some adventurers wearing the armor of the Black Flame, they report feeling as if their body was taken over while they were unconscious. It is said that this equipment might be alive, meaning that Fatalis might not truly be dead. In Pokke Village, a giant black blade embedded in the ice is known to regenerate days after being mined once, which supports this claim that Fatalis is still alive. Other Fatalis weapons also seem to suggest that Fatalis is still alive in some form. Some weapons despair eat at the user's hands while other weapons, when held, some have hideous abyssal screams coming from them, some weapons even have a thirst for blood. From this, it is said that it's best to not use any equipment from Fatalis in any form at all.

Fatalis is extremely hostile to all living things. It threatens the very existence of not only the Castle Schrade, but the very world around it. In legend, it is said Fatalis could scorch the whole world with its flames in a few days, burning all lands to a crisp. Due to this, the Guild will secretly send adventurers to hunt it down to prevent public panic. However, most adventurers never return. Due to many incidents surrounding Schrade Kingdom and Fatalis, the Adventurer's Guild has classified everything about both away from the public. Fatalis's armor and quest are only allowed to those that have proven they are quite credible.

Habitat: Any

Cobalt_Moths

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