Gargantuan Dragon, Chaotic Neutral
Armor Class 26 Magic dense scales
Hit Points 740 (40d20)
Speed 80 ft., Fly 160 ft.
STR
28 (+9)
DEX
16 (+3)
CON
27 (+8)
INT
30 (+10)
WIS
28 (+9)
CHA
29 (+9)
Saving Throws DEX +12, CON +17, INT +19, WIS +18, CHA +18
Skills Arcana +28, Insight +16, Nature +28, Perception +16
Damage Vulnerabilities Force, Thunder
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Radiant
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Blinded, Charmed, Frightened, Incapacitated, Poisoned
Senses Blindsight 60 ft, Tremorsense 60 ft, Truesight 120 ft, Passive Perception 26
Languages All, Telepathy 120 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Innate Spellcasting: Vael’drath’s spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). She can cast any spell of 8th level or lower from any class list at will, without components or spell slots. She can maintain concentration on up to three spells simultaneously.

At will: Any spell of 8th level or lower
9th level (5 slots): Wish, Foresight, Mass Heal, True Resurrection, Time Stop, Power Word: Kill, Imprisonment,  Blade of Disaster

Perfected Spell Casting: Vael’drath can cast up to three spells per turn, divided among her action, bonus action, and reaction, provided all spells cast that turn are 7th level or lower. If she casts an 8th- or 9th-level spell, she may cast no other spells that turn, though she retains access to bonus actions and reactions that do not involve spellcasting.

Grand Arcane Disguise: By layering advanced illusion, transmutation, and cognitive redirection techniques refined over millennia, Vael’drath can magically alter her appearance and physical scale to appear as any Medium or smaller humanoid. This transformation does not alter her statistics, abilities, resistances, traits, or hit points only how she is perceived and physically manifested.

A creature can perceive the disguise as false only by succeeding on a DC 30 Arcana check, by using epic-level divination magic, or by casting true seeing. A creature that uses true seeing and succeeds a  DC 10 Perception check briefly perceives Vael’drath’s true draconic form overlapping the disguise before it reasserts itself.

Legendary Resistance (3/day): If Vael’drath fails a saving throw, she can choose to succeed instead, representing layers of contingency magic, pre-cast wards, and instinctive countermeasures refined over countless centuries.

Archmagus’s Seal (1/Year): When Vael’drath encounters a creature whose arcane knowledge or magical insight she deems exceptional, she may inscribe upon them a perfected arcane seal derived from her own research. The recipient’s eye transforms into a swirling, violet draconic slit that cannot be removed. This mark is permanent unless Vael’drath herself removes it. The marked creature gains:

  • The ability to upcast any spell they know to 8th level once per long rest without components.
  • Resistance against spells and magical effects cast using a 6th-level spell slot or higher; creatures casting such spells against the marked creature have disadvantage on attack rolls, or the marked creature has advantage on saving throws (DM’s choice based on effect type).

Actions
Multiattack: Vael’drath makes three attacks: one with her bite and two with her claws.

Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 9) piercing damage plus 18 (4d8) force damage. 

Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 9) slashing damage.

Magic Surge (Recharge 5–6): Vael’drath unleashes a pulse of raw magical energy in a 60-ft. radius. Each creature within that area must make a DC 26 Constitution saving throw or take 90 (20d8) force damage and be pushed 30 feet away. Half damage on a successful save.
Bonus Actions

Snap teleport: Vael’drath teleports up to 80 feet to a space she can see, without provoking opportunity attacks.

Perfect Invisibility (Recharge 4–6): Vael’drath casts multiple arcane concealment matrices around herself. Until the start of her next turn, she becomes invisible, or until she attacks or casts a spell.
If Vael’drath uses Perfect Invisibility while in her true form, her immense mass continues to interact with the environment, leaving visible and audible signs of her movement despite her invisibility.

Reactions

Greater Counterspell: When a creature casts an offensive spell within 120 feet of Vael’drath, she can use her reaction to attempt to unravel it. The caster must succeed on a DC 26 spellcasting ability check or the spell fails and has no effect.

Retaliate: If a creature misses Vael’drath with a melee attack, she may make one claw attack against that creature.

Legendary Actions
Vael’drath 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. Vael’drath regains spent legendary actions at the start of her turn.

Tail Sweep (Costs 1 Action):  Vael’drath makes a tail attack against each creature within 20 ft. Targets must succeed on a DC 27 Strength saving throw or be knocked prone.

Chrono Step (Costs 2 Actions):  Vael’drath momentarily slows time, teleporting up to 60 ft to an unoccupied space she can see. She may then make one bite or claw attack.

Arcane Breath (Costs 3 Actions): Vael’drath unleashes a breath weapon infused with raw magic in a 90-ft cone. Each creature in the area must make a DC 27 Dexterity saving throw, taking 72 (16d8) force damage on a failed save, or half on a successful save.

Mythic Actions

Arcane Cascade (Activate at 0 HP): When Vael’drath is reduced to 0 hit points, she doesn’t die. Instead, she enters Mythic Form for 1 turn and recovers half of her hit points, after which she is slain if brought back to 0 hit points. 

  • She may cast up to three spells as part of a single action.
  • The range of all her spells and melee spell attacks becomes 120 ft unless blocked by divine wards, planar boundaries, or 9th-level wards. 
  • All damage she deals with spells is maximized and ignores resistance (but not immunity).

 

Description

Vael’drath is calm, deliberate, and unfailingly composed. She values knowledge, curiosity, and intellectual honesty above all else. She is patient with ignorance but intolerant of arrogance, manipulation, or attempts to coerce her or those under her protection. Violence is a last resort, but when chosen, it is swift and overwhelming.

With those she trusts, Vael’drath can be playful, witty, and even mischievous, reflecting her sharp intellect and long experience. She is deeply protective of individuals, places, and ideas she chooses to care for. Betrayal of her trust, or harm toward those under her protection, is met with absolute retaliation.

She believes that magic exists to be studied, refined, and mastered.

"Power without comprehension is wasteful and dangerous."
—Vael’drath

Lair and Lair Actions

Vael'drath's lair

Vael'drath's lair is the city in which she has spend her last year living in as well as the mountain range she claims for herself. She often lives quite peacefully within her city of residence and often sets up shop for magic trinkets and scrolls during her stay.

Lair Actions

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

  • Vael’drath teleports up to 1,000 feet to an unoccupied space she can see within her lair. This teleportation does not provoke opportunity attacks and ignores magical barriers.
  • Vael’drath briefly shrouds the lair in magical distortion. Until the start of her next turn, all magical ranged attacks against her in the lair have disadvantage.
  • Time in the lair warps momentarily. Vael’drath can immediately take one additional legendary action.
 

Regional Effects

The region containing Vael’drath's lair will experience one or more of the following effects:

  • Spellcasting creatures within 1 mile of Vael’drath gain advantage on spell attack rolls and add 2d4 to the damage- or healing roll of any spell they cast each turn.
  • Objects and structures within the lair have resistance to nonmagical bludgeoning, piercing, and slashing damage.

If Vael'drath dies, these effects fade over the course of 12d4 days.

 DM Notes: Vael’drath does not open combat with 8th- or 9th-level spells unless truly threatened. Furthermore Vael’drath does not seek lethal outcomes by default. When confronted or attacked, she prefers to incapacitate, disarm, contain, or forcibly remove intruders rather than kill them. If repeatedly provoked, if theft or manipulation is attempted, or if harm comes to those under her protection, she goes berserk and will absolutely attempt to obliterate her target as quickly as possible.

Previous Versions

Name Date Modified Views Adds Version Actions
1/25/2026 1:16:45 PM
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Habitat: MountainUrban

Gwyndolynb5

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