Gargantuan Dragon, Neutral Good
AC 24 Natural    Initiative +15 (25)
HP 480 (62d12 + 77)
Speed 40 ft., Fly 80 ft., Climb 40 ft.
Mod Save
STR 28 +9 +16
DEX 18 +4 +4
CON 29 +9 +16
Mod Save
INT 21 +5 +5
WIS 30 +10 +17
CHA 14 +2 +2
Skills Arcana +12, Insight +17, Medicine +17, Nature +17, Perception +17, Stealth +11
Vulnerabilities Fire
Resistances Piercing
Immunities Poison; Blinded, Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
Languages Common, Draconic
CR 24 (XP 62,000; PB +7)
Traits

Legendary Resistance (4/day, or 5/day in Lair). If Amai fails a saving throw, she can choose to succeed instead.

Photosynthesis. When Amai takes radiant damage in a round, or spends 1 round completely in sunlight, she gains 40 hp at the start of her turn.

Actions

Multiattack. Amai makes 3 Rend attacks. She can replace 1 attack with (A) Restricting Roots (if available) or (B) Thorn Volley.

Rend. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage plus 8 (3d4) poison damage.

Restricting Ivy (Recharge 5-6)Strength Saving Throw: DC 24, Amai chooses a space in 60 ft. of her and creates a 20 ft. patch of Poison Ivy, which becomes difficult terrain. Each creature that starts it's turn or enters the ivy must make the saving throw. Failure: 11 (3d6) poison damage and it's movement speed drops to 0. Success: Half damage only. The target repeats it's saving throws at the start of each of it's turns. The Ivy remains for 1 minute.

Thorn Volley. Ranged Weapon Attack: +16 to hit, range 60/180 ft., one target. Hit: 24 (3d8 + 10) piercing damage.

Spore Breath (Recharge 5-6)Constitution Saving Throw: DC 24, each creature in a 90 ft. cone. Fail: 77 (22d6) poison damage and become poisoned for 1 minute. Success: Half damage only. On a fail, the target can remake the saving throw at the start of each of it's turns, ending the condition on a success. 

Engulfed Osmosis. Strength Saving Throw: DC 24, one creature in 30 ft. is grabbed by a root extending from Amai's body. Fail: The creature is grappled and pulled to 5ft. of Amai. If the target is size large or smaller, it is engulfed becoming restrainedSuccess: They break the grapple and are not pulled. A huge or larger creature can remake the saving throw at the start of each of their turns to break the grapple.

Engulfed. While engulfed, the target has the blinded and restrained conditions and moves wherever Amai moves. The target has complete cover from the outside and can remake the Strength saving throw at the start of each of it's turns after being engulfed. After each fail the target is drained of it's life and energy. 

Constitution Saving Throw: DC 24. Fail: 55 (10d10) necrotic damage and Amai gains temporary hit points equal to half the damage taken. Success: Half damage only.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Death Cap. Constitution Saving Throw: DC 24, Amai chooses one creature that is poisoned from her Spore Breath and sprouts Death Cap mushrooms from the spores which grow all over the target. Fail: 39 (6d12) poison damage and become paralyzedSuccess: Half damage only and the poisoned condition ends. If the creature failed, it must remake the saving throw at the start of each of it's turns, retaking the damage each time. Amai cannot take this action again until the start of her next turn.

Thorn Volley. Amai makes a Thorn Volley  attack.

Pounce. Amai moves up to half her movement speed and follows up with a Rend attack.

Lair and Lair Actions

Amai accelerates all plant growth within her vicinity, making her Lair from an enormous tree surrounded by a thick rain forest. She uses the thickets as a form of camouflage and can will the plant life to detect, confuse and ward enemies.

Amai's challenge rating increases by 1 when she is in her Lair.

Lair Actions

On initiative count 20 (losing initiative ties), Amai can use the lair to make the following effects; she cannot make the same effect two rounds in a row.

  • Grasping Roots. Strength Saving Throw: DC 18, roots erupt from the soil in a 20 ft. radius Amai chooses anywhere in the forest, creating difficult terrain in that area. Fail: The creature is restrained by the roots. The creature can be freed when it or another creature uses an action and succeeds a DC 15 Strength saving throw.
  • Aggressive Thicket. Amai wills the plants of the forest to make an attack or cause an effect against a creature near it. 3 different plants are chosen from the following at random determined by rolling 1d4:
    1. Trees. Dexterity Saving Throw: DC 16, A tree slams one of its branches against a random target. Fail: 17 (3d10) bludgeoning damage.
    2. Thorny Shrub. Dexterity Saving Throw: DC 16, The shrub fires thorns in a radius of 10 ft., riddling all creatures within the area with thorns. Fail: 9 (3d4) piercing damage.
    3. Poison Ivy. Strength Saving Throw: DC 16, Ivy creeps around a creature's leg and grasps their skin. Fail: The target is restrained and must succeed a DC 16 Constitution saving throw or become poisoned. The creature can remake the Strength Saving Throw at the start of each of it's turns, freeing itself on a success and ending the poisoned condition. Constitution Saving Throw Success: The target is not poisoned but must remake the saving throw at the start of each of it's turns if still restrained.
    4. Pollen Cloud. Wisdom Saving Throw: DC 16, A cloud of pollen bursts in a 25 ft., radius. All creatures in this radius are blindedFail: The target starts laughing hysterically becoming incapacitated. The cloud lasts until the next Lair Action and all creatures incapacitated from this effect are no longer incapacitated.
  • Tangled Vine Wall. A wall of tangling vines stretch across 60 ft., is 5 ft. wide and 15 ft. high. Any creature in it's area when it appears is pushed out to the nearest unoccupied space on a side of the wall that Amai chooses. A creature can attempt to climb this wall by using 2 ft. for every 1 ft. climbed and succeeding on a DC 16 Dexterity (Acrobatics) or Strength (Athletics) check. Each 10 ft. section of wall has AC 5, 30 hit points, vulnerability to fire, resistant to bludgeoning and piercing, and immunity to psychic damage. The wall disappears when Amai uses another Lair action or she dies.
  • Camouflage. Amai blends into her surroundings by changing the colours of her leaves and wood becoming invisible. This effect lasts until she is revealed or uses another Lair action.

Regional Effects

The region around Amai's lair is very old, thick rainforest with unusually large plant life. Amai can use the rainforest to perform the following effects:

  • Amai can use the plant life to sense all creatures in the rainforest. She can use this to hear conversations, see the creatures and know their location within the forest.
  • Plant life intentionally shifts itself to disguise paths and change scenery to confuse and ward enemies from the Amai's lair. A creature must succeed a DC 24 Wisdom (Perception) check to realise the effect.
WIHAHAHA

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