Huge Dragon, Lawful Evil
AC 19 (natural armor)    Initiative +9 (19)
HP 225 (18d12 + 108)
Speed 30 ft., swim 80 ft., fly 40 ft.
Mod Save
STR 27 +8 +14
DEX 12 +1 +1
CON 23 +6 +12
Mod Save
INT 12 +1 +1
WIS 13 +1 +1
CHA 18 +4 +4
Skills Perception +12, Stealth +6
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Cold
Senses Blindsight 60 ft, Darkvision 120 ft., Passive Perception 20
Languages Common, Draconic, Elvish
CR 17 (XP 18,000, or 135,000 in lair; PB +6)
Traits

Amphibious. Falenous can breath in water and air.

Legendary Resistance (3/Day or 4/Day in Lair). If Falenous fails a saving throw, it can choose to succeed instead.

Magical Eater. Falenous can steal half of the magical healing (rounded up) done that round of combat, healing for the amount taken.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Actions

Multiattack. Falenous can make three attacks: one with her bite and two with her claws.

Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 12 (2d8 + 4) Slashing damage plus 5 (1d8) Cold damage.

 Misty Breath (Recharge 5–6). Constitution Saving Throw: DC 16, each creature in a 40-foot Cone. Failure: 45 (9d10) Cold damage. Success: Half damage. Being underwater doesn’t grant Resistance to this Cold damage. Also creates a dense fog cloud at the point it was shot that lasts for 1d4 rounds that lightly obscures 25ft around Falenous and can be blown away with spells such as Gust of Wind. Any creature that starts their turn in this dense fog takes 9(3d6) Cold damage. 

Spellcasting. Falenous casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):

At Will: Detect Magic, Invisibility 

Reactions

Tainted Magics. Years of experience and testing have given Falenous a horrific new way to hunt. When Falenous hits a creature with a claw or bite attack, the target must make a DC 16 Constitution saving throw. On a failed save, abyssal cold floods into the wound, causing it to slowly freeze from the inside out. The creature takes 6(2d6) cold damage at the start of each of its turns as the infection spreads.

A creature can end the infection early by receiving 8 or more hit points of magical healing, or by removing the infected flesh, if done to an arm or leg, lower dmg/speed appropriately. 

If the creature is within Misty Breaths fog, however, the infection speeds up, increasing the damage every turn by 1d6 cumulatively to a max of 3d6, as well as the healing requirement by 2d4 to a max of 4d4.

Legendary Actions

Falenous can take 2 legendary actions (4 in lair), 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. Falenous regains spent legendary actions at the start of its turn.

Tail Swipe. Falenous makes one Rend attack.

Wing Attack (Costs 2 Actions). Falenous beats her wings. Each creature within 10 feet of Falenou must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage.

Cloaked Hunting (Costs 2 Actions). Falenous uses Spellcasting to cast Invisibility on herself, and she can swim up to half its Swim Speed. She can’t take this action again until the start of its next turn.

Lair and Lair Actions

Falenous has made Eventellia her home, a heavily forested island that has such rich magical properties that it actually has the potential to increase almost any creatures magical properties.

Lair Actions:

-My Flock (Recharge 5). Every 5 rounds, Falenous can call upon 1d4 + 2 Oathbound Harpies in unoccupied spaces within 60 feet of her. She can have no more than 15 Pactbound Harpies active at one time.

-The Forest DrownsSaltwater bleeds from the trees, creating zones of corrupted seawater, creatures entering or starting their turn in the area must succeed on a DC 16 Con save or their movement is reduced by 10 ft., and they take 2d6 fire damage as their skin tightens and dries like it’s being preserved in salt by Eventellia itself.

 

Regional Effects

The waters surrounding Eventellia (12miles around it) are filtered to be crystal clear, some even say u can see to the bottom of the ocean points there, causing the following effects: 

 -Untraceable. Within 12 miles of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plant and rock formations in this area.

- Water of Eden. Within 12 miles of the island, the water becomes impossibly transparent — as though every impurity has been stripped away by divine hands. The ocean floor, shipwrecks, and bones of leviathans can be seen as if through glass. This unnatural visibility negates Stealth made to hide underwater unless total cover is present. At night, moonlight turns the water into a mirror that reflects not the present self, but fragments of what a creature fears it may become. Drinking the Water, etiher from Falenous's Crystal Horns or around her lair, any creature that drinks or consumes food washed in the island’s water must succeed on a DC 17 Wisdom saving throw or slowly suffer the Whispering Current status effect (see below). (DM Note: Detect Magic reveals a faint necromantic aura within the water; Identify reveals the water is “screaming.”) However, any wounds are healed, not used for resurrection though. After 1d4 days of consuming the water, a creature must make a DC 16 Wisdom saving throw. On a failure, it develops Ladys Madness, once a symptom manifests, it persists and worsens until cured by greater restoration, heal, or divine intervention. See table below, each symptom is obtained after every long rest:

1 — Fractured Sleep The victim dreams of a still ocean whispering lullabies in their own voice. They wake drenched in saltwater that isn’t their own sweat. They gain no benefit from long rests until the madness is cured.

2 — Boiling Veins The illusion of calm hides violent transformation. Their blood begins to steam beneath the skin, and faint bubbles form along their arms. Pain is dulled by euphoric warmth. The infected creature that succeeds on a DC 15 Wisdom check can see the truth: their flesh is literally boiling away. Otherwise They feel only a pleasant heat.

3 — Echo of the Depths The victim begins hearing their own thoughts whispered seconds after they think them — as though theres an echo reading their mind. Wisdom saving throws made to resist charm or fear effects are made with disadvantage.

4 — Fractured Allegiance The water’s will intrudes during combat. When the creature takes damage for the first time in a round, roll a d6. On a 1–3, they must succeed on a DC 17 Wisdom saving throw or attack their nearest ally on their next turn, murmuring “We all must return.”

5 — The Call Below The victim’s eyes cloud over like pearls; they no longer register reflections as their own. Each night, they wander toward any source of water while sleepwalking. Companions who attempt to restrain them hear wet, gurgling prayers: “She’s waiting in the clear.”

6 — Drowning The final stage. The victim comes to believe that their body is not real — only the water is. They walk calmly into the sea, sink willingly, and do not resist drowning.

When Falenous dies, all of these regional effects fade immediately.

Previous Versions

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Habitat: Coastal

PlumDaFloofMoth

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