Gargantuan Dragon (Chromatic), Chaotic Evil
AC 24 Natural Armor    Initiative +11 (21)
HP 615 (30d20 + 300)
Speed 50 ft., Climb 50 ft., Fly 120 ft.
Mod Save
STR 30 +10 +10
DEX 14 +2 +11
CON 30 +10 +19
Mod Save
INT 24 +7 +7
WIS 21 +5 +14
CHA 18 +4 +13
Skills Arcana +16, History +16, Insight +14, Intimidation +18, Perception +23
Resistances Cold, Force, Lightning, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire, Poison; Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Blindsight 120 ft., Darkvision 240 ft., Truesight 60 ft.; Passive Perception 33
Languages Common, Draconic, Netherese, Telepathy 240ft
CR 30 (XP 155,000, or 75,000 in lair; PB +9)
Traits

Chrome Dragonlord

Azentoth’s natural weapons are magical.

His attacks ignore resistance to fire damage.

A creature immune to fire damage instead has resistance to fire damage against Azentoth’s attacks.

Legendary Resistance (5/Day)

If Azentoth fails a saving throw, he can choose to succeed instead.

When he uses this trait, the Crystal Heart flashes and every creature within 20 feet of him takes 10 force damage.

Magic Resistance

Azentoth has advantage on saving throws against spells and other magical effects.

Siege Monster

Azentoth deals double damage to objects and structures.

Lord of Dragons

Dragons of Azentoth’s choice within 1 mile of him are immune to the frightened condition and have advantage on attack rolls and saving throws.

A dragon that begins its turn within 120 feet of Azentoth gains 20 temporary hit points.

Frightful Majesty

A creature that starts its turn within 60 feet of Azentoth and can perceive him must succeed on a DC 26 Wisdom saving throw or become frightened until the start of its next turn.

If the creature fails by 5 or more, it is also incapacitated until the start of its next turn as it experiences ancestral memories of Azentoth’s ancient reign.

A creature that succeeds is immune to this trait for 24 hours.

Red Chrome Hide

Whenever Azentoth is struck by a melee attack from within 10 feet, the attacker takes 7 fire damage.

If the attack was a critical hit, the attacker also takes 7 force damage.

The Crystal Heart

The Crystal Heart is fused into Azentoth’s chest.

It is a separate object with the following statistics:

Armor Class 25
Hit Points 150
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities all conditions

The heart cannot be targeted unless one of the following is true:

  • Azentoth is incapacitated.
  • Azentoth has fewer than half his hit points.
  • A creature uses an action and succeeds on a DC 24 Arcana, Religion, or Perception check to locate an opening in his armor.

Damage dealt to the heart is also dealt to Azentoth.

If the heart is reduced to 0 hit points, it does not immediately break. Instead, the gateway to the Old God begins opening.

Heartbound Regeneration

At the start of his turn, Azentoth regains 30 hit points if the Crystal Heart has at least 1 hit point.

This regeneration does not function until the start of his next turn if he took radiant damage or damage from a relic of Mydra or Jergal.

Refusal of Death

When Azentoth is reduced to 0 hit points while the Crystal Heart remains intact, his body collapses into molten red metal and smoke.

At the beginning of his next turn, he reforms with 150 hit points in an unoccupied space within 60 feet of the heart.

This trait cannot function while Azentoth is under the effect of Mydra’s Final Law.

Pact of the Unknown God

Azentoth cannot be permanently killed while his pact remains active.

If both Azentoth and the Crystal Heart are destroyed without first severing the pact, the fragment of the Old God within the heart manifests.

The form and statistics of that manifestation are determined by the Dungeon Master.

Limited Magic Immunity

Unless he wishes to be affected, Azentoth is immune to spells of 5th level or lower.

He has advantage on saving throws against all other spells and magical effects.

Actions

Multiattack

Azentoth can use Frightful Presence. He then makes five attacks:

  • one with his Bite,
  • two with his Claws,
  • one with his Tail,
  • and one with his Wing Blade.

Bite

Melee Weapon Attack: +19 to hit, reach 20 ft., one target.

Hit: 32 (4d10 + 10) piercing damage plus 18 (4d8) fire damage and 9 (2d8) necrotic damage.

If the target is Huge or smaller, Azentoth can grapple it instead of dealing the piercing damage. The escape DC is 27.

Claw

Melee Weapon Attack: +19 to hit, reach 15 ft., one target.

Hit: 24 (4d6 + 10) slashing damage plus 9 (2d8) fire damage.

Tail

Melee Weapon Attack: +19 to hit, reach 25 ft., one target.

Hit: 28 (4d8 + 10) bludgeoning damage.

The target must succeed on a DC 27 Strength saving throw or be knocked prone and pushed up to 20 feet away.

Wing Blade

Melee Weapon Attack: +19 to hit, reach 20 ft., one target.

Hit: 23 (3d8 + 10) slashing damage plus 13 (3d8) force damage.

The target cannot regain hit points until the start of Azentoth’s next turn.

Frightful Presence

Each creature of Azentoth’s choice within 240 feet that is aware of him must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute.

A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Breath of Red Chrome — Recharge 5–6

Azentoth exhales molten chrome, dragonfire, and splinters of crystal in a 120-foot cone.

Each creature in that area must make a DC 27 Dexterity saving throw.

On a failed save, a creature takes:

  • 55 (10d10) fire damage,
  • 36 (8d8) force damage,
  • and 27 (6d8) necrotic damage.

On a successful save, it takes half as much damage.

A creature that fails the saving throw becomes chrome-marked for 1 minute.

While chrome-marked:

  • its speed is reduced by 10 feet,
  • it cannot benefit from resistance to fire damage,
  • and it takes 10 fire damage at the start of each of its turns.

A creature can use an action to scrape away or magically remove the molten chrome, ending the effect with a successful DC 20 Strength, Dexterity, or Arcana check.

Worldbreaker Roar — Recharge 6

Azentoth releases a roar that fractures stone, magic, and courage.

Each creature of his choice within 120 feet must make a DC 26 Constitution saving throw.

On a failed save, a creature takes 45 (10d8) thunder damage, is pushed 30 feet away, and is stunned until the end of its next turn.

On a successful save, it takes half damage and is not stunned.

Nonmagical structures within range automatically take maximum damage.

Heartbeam — Recharge 4–6

The Crystal Heart releases a 10-foot-wide, 300-foot-long beam of crimson light.

Each creature in the line must make a DC 26 Dexterity saving throw.

On a failed save, a creature takes 45 (10d8) force damage and 45 (10d8) necrotic damage.

On a successful save, it takes half as much damage.

A creature reduced to 0 hit points by this beam is disintegrated, leaving behind only a thin layer of red crystal dust.

Devour Magic

Azentoth targets one spell or magical effect within 120 feet.

He makes a Charisma check with a +18 bonus against a DC equal to 10 + the spell’s level.

On a success, the spell or effect ends, and Azentoth regains 10 hit points per level of the spell.

A 9th-level spell cannot be affected by this action.

Call the Dragon Host — 1/Day

Azentoth summons spectral echoes of the chrome dragons that once served him.

Three draconic spirits appear in unoccupied spaces within 120 feet.

Use the statistics of adult red dragons, except they are undead spirits, have half their normal hit points, and disappear after 1 minute or when reduced to 0 hit points.

They act immediately after Azentoth in initiative.

Bonus Actions

Chrome Rush

Azentoth moves up to half his flying speed without provoking opportunity attacks.

Each creature whose space he passes within 10 feet of must succeed on a DC 27 Dexterity saving throw or take 18 (4d8) slashing damage from his chrome scales.

Claim the Weak

Azentoth chooses one frightened creature within 120 feet.

That creature must succeed on a DC 26 Charisma saving throw or become charmed by Azentoth until the end of its next turn.

While charmed, it must use its reaction to move toward Azentoth or make one weapon attack against a creature of his choice.

Reactions

Reactions

Chrome Reflection

When Azentoth is targeted by a ranged spell attack, he can raise one of his mirror-like wings.

Roll a d6.

On a 4–6, the spell attack is reflected toward a creature Azentoth can see within 120 feet. The original caster makes a new attack roll against the new target.

The Heart Refuses

When Azentoth takes damage that would reduce him to 0 hit points, he can force the Crystal Heart to absorb the blow.

The heart takes the damage instead, and Azentoth remains at 1 hit point.

He can use this reaction once per round.

Legendary Actions

Azentoth can take five 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.

Azentoth regains spent legendary actions at the start of his turn.

Detect

Azentoth makes a Wisdom (Perception) check.

Tail Attack

Azentoth makes one Tail attack.

Claw Attack

Azentoth makes one Claw attack.

Chrome Step

Azentoth moves up to half his speed.

Consume Spell — Costs 2 Actions

Azentoth uses Devour Magic.

Wingstorm — Costs 2 Actions

Azentoth beats his wings.

Each creature within 20 feet must succeed on a DC 27 Dexterity saving throw or take 19 (2d8 + 10) bludgeoning damage and be knocked prone.

Azentoth can then fly up to half his flying speed.

Heart Pulse — Costs 3 Actions

The Crystal Heart releases a wave of corrupted power.

Every creature of Azentoth’s choice within 60 feet must make a DC 26 Constitution saving throw.

On a failed save, a creature takes 27 (6d8) force damage and cannot regain hit points until the end of its next turn.

Tyrant’s Command — Costs 3 Actions

One dragon or dragon-like creature within 240 feet can use its reaction to move up to its speed and make one attack.

If no such creature is present, Azentoth instead makes one Bite attack.

Mythic Actions

If Azentoth is reduced to 0 hit points, he does not immediately die.

The Crystal Heart breaks open, his body splits apart, and the fragment of the Old God begins rebuilding him.

Azentoth regains 400 hit points, ends all conditions affecting him, and gains the following benefits:

  • His size increases beyond Gargantuan.
  • His flying speed becomes 150 feet.
  • His Heartbound Regeneration restores 50 hit points instead of 30.
  • His attacks deal an additional 9 (2d8) necrotic damage.
  • His Breath of Red Chrome immediately recharges.
  • He gains access to the mythic actions below.

When this trait activates, read or paraphrase:

The red chrome plating tears open across Azentoth’s body. Beneath it is no flesh—only a night sky filled with distant, diseased stars. The Crystal Heart beats once, and every living creature nearby feels its own heart answer.

Defeating Azentoth after this transformation counts as defeating a mythic creature and awards an additional 155,000 XP.


Mythic Actions

While The Heart Opens is active, Azentoth can use the following legendary actions.

Tear Mortality — Costs 2 Actions

One creature Azentoth can see within 120 feet must succeed on a DC 26 Constitution saving throw or take 36 (8d8) necrotic damage.

Its hit point maximum is reduced by an amount equal to the necrotic damage taken until it finishes a long rest.

Old God’s Grasp — Costs 3 Actions

A black-red limb reaches through the Crystal Heart toward one creature within 120 feet.

The target must succeed on a DC 26 Strength saving throw or become restrained.

While restrained, the target takes 22 (4d10) psychic damage at the start of each of its turns.

The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Chrome Cataclysm — Costs 4 Actions

Azentoth chooses a point on the ground within 240 feet.

Molten red chrome erupts in a 30-foot-radius, 60-foot-high cylinder.

Creatures in the area must make a DC 27 Dexterity saving throw, taking 54 (12d8) fire damage and 27 (6d8) force damage on a failure, or half as much on a success.

The area becomes difficult terrain until the end of Azentoth’s next turn.

Unmake the Ending — Costs 5 Actions

Azentoth targets one creature within 120 feet that has fewer than 100 hit points.

The target must make a DC 26 Charisma saving throw.

On a failed save, the target vanishes from reality until the end of its next turn.

When it returns, it appears in the space it left or the nearest unoccupied space and takes 55 (10d10) psychic damage.

Description

Permanently Defeating Azentoth

Reducing Azentoth to 0 hit points is not enough.

The characters must accomplish at least one of the following:

Invoke Mydra’s Final Law

A creature must speak the complete Vaelic law while within 30 feet of the Crystal Heart.

The speaker must succeed on three DC 24 Religion or Arcana checks before accumulating three failures.

Each attempt requires an action.

On the third success, Azentoth loses Refusal of Death, Heartbound Regeneration, and Pact of the Unknown God for 1 minute.

Record His Final Death

A servant or chosen representative of Jergal must inscribe Azentoth’s true ending in the Final Ledger.

Once recorded, Azentoth cannot return after being reduced to 0 hit points.

Sever the Contract

The characters must enter the Crystal Heart or the Old God’s realm and destroy, rewrite, or fulfill the original contract.

Recreate Mydra’s Sacrifice

A divine being or willing immortal can replace Mydra as the seal.

This traps Azentoth again but does not destroy him.

Give the Heart an Ending

The Crystal Heart must be made mortal.

This may require a relic of Mydra, the blood of a Vael’Shai, and Azentoth’s forgotten true name.

Once mortal, the heart can be destroyed safely.

Roleplaying Azentoth

Azentoth does not behave like a raging beast.

He considers himself the rightful monarch of all dragons and views mortals as temporary creatures whose cities, nations, and gods exist only between his periods of sleep.

He is:

  • patient,
  • intelligent,
  • cruel,
  • ceremonial,
  • and utterly convinced of his own superiority.

He rarely shouts unless enraged. His normal voice is calm enough to make his threats more disturbing.

Quotes

“Your gods placed my name upon their list of dangers. They should have placed their own names beneath mine.”

“I ruled dragons before your empire learned to build walls.”

“Mydra gave everything to imprison me. You have brought me freedom with nothing but curiosity.”

“Mortality is not sacred. It is simply the weakness of those who could not escape it.”

“Kneel, little flame. Even your ashes will remember me.”

“I have died many times. None of them were endings.”

Lair and Lair Actions

When fighting within the Dragon Woods, the Tomb of the First Father, or an area corrupted by the Crystal Heart, Azentoth can invoke the lair at initiative count 20.

He cannot use the same lair action two rounds in a row.

The Forest Rejects the Living

Each creature of Azentoth’s choice within the lair must succeed on a DC 22 Charisma saving throw or be teleported up to 60 feet to an unoccupied space chosen by Azentoth.

Chrome Roots

Metallic roots erupt from the ground in a 30-foot-radius area within 120 feet.

The area becomes difficult terrain.

Each creature in the area must succeed on a DC 23 Strength saving throw or become restrained until initiative count 20 on the next round.

The Heart Beats

Each enemy within 120 feet takes 10 psychic damage.

Azentoth regains 25 hit points.

Mydra’s Prison Cracks

Fragments of petrified divine stone fall from the sky.

Azentoth chooses three points within 120 feet.

Each creature within 10 feet of a chosen point must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and 22 (4d10) radiant damage on a failure, or half as much on a success.

Azentoth takes the radiant damage automatically if he is within the area.

Whisper of the Old God

One creature within the lair must succeed on a DC 24 Wisdom saving throw or use its reaction to make one weapon attack or cast one cantrip against an ally chosen by Azentoth.

Regional Effects

The region within 6 miles of Azentoth’s resting place is altered by his presence.

  • Dragons experience dreams in which Azentoth commands them to kneel.
  • Metal gradually develops a red mirror-like sheen.
  • Fires burn without fuel and occasionally whisper in Draconic.
  • Dead dragons cannot be resurrected normally within the region.
  • Creatures sometimes hear a colossal heartbeat beneath the ground.
  • Any creature that dies within 1 mile of the Crystal Heart leaves behind a thin red crystal formation.
  • Spells involving resurrection, immortality, or planar travel have a 10 percent chance of producing an unstable magical effect.

If Azentoth is permanently defeated and the Old God’s fragment is contained, these effects fade over 1d10 years.

Habitat: HillMountain

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