Gargantuan Dragon, Unaligned
Armor Class 21 Natural armor
Hit Points 420 (24d20 + 170)
Speed 40 ft., Fly 70 ft.
STR
30 (+10)
DEX
10 (+0)
CON
26 (+8)
INT
6 (-2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +17, CON +15, WIS +10
Skills Athletics +17, Perception +10, Survival +10
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Frightened, Grappled, Poisoned
Senses Blindsight 60ft, Darkvision 120ft, Tremorsense 120ft, Passive Perception 20
Languages Draconic Understands
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Crystal Armor: Jagged crimson crystals cover the Goregutter’s body. Whenever a creature hits the Goregutter with a melee attack while within 10 feet, that creature takes 10 (3d6) piercing damage.

Siege Beast: The Goregutter deals double damage to objects and structures.

Tunneling Charge: If the Goregutter moves at least 30 feet straight toward a target while burrowing or running and then hits with a Gore Horn attack on the same turn, the target takes an extra 27 (6d8) bludgeoning damage and must succeed on a DC 24 Strength saving throw or be knocked prone.

Earthshaker Presence: The ground trembles around the Goregutter. Creatures of the Goregutter’s choice within 20 feet of it treat the area as difficult terrain.

 

Actions

 

Multiattack: The Goregutter makes three attacks: one with its Bite and two with its Gore Horns.

Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 (3d10 + 12) piercing damage plus 10 (3d6) fire damage.

Gore Horn: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24 (3d8 + 11) piercing damage.

Crystal Quake (Recharge 5–6): The Goregutter slams the ground with explosive force. Each creature on the ground within 60 feet must make a DC 22 Dexterity saving throw, taking 45 (10d8) bludgeoning damage plus 18 (4d8) fire damage on a failed save, or half as much on a successful one.

The area becomes shattered terrain until cleared. The terrain is difficult terrain.

Molten Crystal Breath (Recharge 6): The Goregutter exhales molten crystal shards in a 90-foot cone. Each creature in the area must make a DC 22 Dexterity saving throw.

On a failed save, a creature takes 63 (14d8) fire damage plus 27 (6d8) piercing damage and is restrained by cooling crystal formations. A restrained creature can use its action to make a DC 20 Strength check, freeing itself on a success.

On a successful save, the creature takes half damage and is not restrained.

 

Legendary Actions

The Crimson Goregutter 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.

Detect: The Goregutter makes a Wisdom (Perception) check.

Tail Slam: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 21 (3d6 + 11) bludgeoning damage.

Burrow Rush (Costs 2 Actions): The Goregutter moves up to half its burrow speed without provoking opportunity attacks.

Crystal Eruption (Costs 3 Actions): Crystal spikes erupt from the ground at a point the Goregutter can see within 60 feet. Creatures in a 15-foot radius must make a DC 22 Dexterity saving throw or take 22 (4d10) piercing damage and be knocked prone.

Description

A massive, heavily armored dragon. the Crimson Goregutter is a territorial apex predator known for its immense strength, crystal-lined armor, and devastating tunneling charges.

 

Lair and Lair Actions

Lair Actions: When fighting inside its cavernous crystal tunnels, the Goregutter can invoke lair actions on initiative count 20 (losing initiative ties):

  • Jagged crystals burst from the walls; creatures within 15 feet of a wall must succeed on a DC 20 Dexterity save or take 14 (4d6) piercing damage.
  • The cavern trembles violently; all non-dragon creatures must succeed on a DC 18 Strength save or fall prone.
  • Superheated steam vents erupt from the ground in a 20-foot radius, dealing 18 (4d8) fire damage.

 

Regional Effects: The region surrounding a Crimson Goregutter’s lair is warped by its presence:

  • Crystal formations grow rapidly through stone and caves.
  • Minor tremors occur daily within 6 miles of the lair.
  • Wild dragons become unusually territorial and aggressive nearby.

If the Goregutter dies, these effects fade over 2d10 days.

Cosmic_Cobra

Comments

Posts Quoted:
Reply
Clear All Quotes