Huge Dragon, Any Chaotic Alignment
Armor Class 17 Natural Armor
Hit Points 100 (4d12)
Speed 40 ft., Walk 30 ft., Climb 20 ft.
STR
25 (+7)
DEX
13 (+1)
CON
27 (+8)
INT
16 (+3)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws STR +13, CON +14, CHA +6
Damage Resistances Bludgeoning, Slashing
Damage Immunities Piercing
Condition Immunities Grappled
Senses Blindsight 30 ft, Darkvision 30 ft, Passive Perception 19
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Damage Resistance. Your body is covered in scales much thicker than your distant Dragonborn cousins. As a result, you have a passive resistance to all physical damage(bludgeoning, piercing, and slashing)

Corpse Feeder. If the Arkveld reduces a creature to 0 hit points it regains hit points equal to half of the damageLegendary 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.

Spellcasting. The arkveld is a 6-level spellcaster. Its spellcasting ability is constitution . The arkveld has following spells prepared:
Cantrips (at will): Shapechange
6th level (4 slots): False Life, Counterspell, Absorb Elements. 

 

 

Actions

Multiattack. The Arkveld can perform 6 Chainlash attacks. Any one of the Chainlash attacks can be substituted with a Tail attack. 

Rend. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) draconic damage.

Chainlash. Melee Attack Roll: +10, reach 10 ft. Hit: 11 (5d6 + 4) Slashing damage. If the target is a medium or smaller creature, it must make a DC-16 Dexterity saving throw, becoming Grappled by the chain and taking an extra 14 (8d6+2) Bludgeoning damage (Escape DC-16Strength). When a target is grappled they cannot be targeted by a Chainlash attack. 

Tail. Melee Attack Roll: +10, reach 15 ft. Hit: 28 (6d8 +8) Bludgeoning damage. The target must succeed a DC-14 Strength or Constitution saving throw or be knocked Prone.

Energy Release(Recharge 5-6). The Arkveld stabs every single one of its Chainlashes into the ground, causing the ground to shatter as an eruption of dragon energy bursts out in a 30 foot radius centering at a point within 10 feet of the Arkveld. All creatures within the area of the cone must make a DC-18 Dexterity saving throw. On a failed save, the target takes (4d12 + 24) Draconic damage and is knocked Prone. On a successful save the target takes half damage and is not knocked prone. All area within the radius of the attack is turned into difficult terrain 

Reactions

Energy Absorption When Arkveld takes any elemental damage it rolls 2d10 and the damage is reduced by that amount

Legendary Actions

Legendary Action Uses: 3 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.

Chainlash. Melee Attack Roll: +10, reach 10 ft. Hit: 11 (5d6 + 4) Slashing damage. If the target is a medium or smaller creature, it must make a DC-16 Dexterity saving throw, becoming Grappled by the chain and taking an extra 14 (8d6+2) Bludgeoning damage (Escape DC-16Strength). When a target is grappled they cannot be targeted by a Chainlash attack. 

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

Description

Arkveld is a large quadrupedal Flying Wyvern that is covered in tough gray scales and snow-white furs. The scales are noted to be extremely hard while also having fairly brittle edges. The fur meanwhile consists of strong intertwining strands that create a resistant mesh, further increasing the wyvern's defenses. It appears to have tridactyl forelimbs, meaning it has three claws as the fourth and fifth digits seem to have developed into its chains. The hindlegs are zygodactyl with two toes in front and two rear, much like Seregios. Arkveld also has two facial protrusions that greatly resemble tusks, and has an upward cone-shaped nose (the Hunter's Guild seems to call these growths "horns" for the moment). The creature’s back is well armored, as it is covered with white scales that acts as a second layer of armor to prevent being attacked from the back by overlapping much like human made armor. A large bump protrudes from the top of its back plates, which has been noted to sometimes attract lightning strikes during the Sandtide in Windward Plains. Its tail is rather flat, flexible, and covered with rocky plates, with incredibly thick muscles hidden beneath.

Arkveld's most unique aspects are the chain-like structures extending from the lower segment of its front limb, comprised of rocky plates called Calloushells layered over highly flexible sinews that glow purple when active. Although initially folded into a hard blade-like structure it can use to slash opponents, they can unfold into highly flexible whips that it can freely manipulate, allowing it to strike targets from afar, grab them, or pull itself towards surfaces. These whips house unique organs that can absorb elemental energy from their environment or other monsters, which Arkveld is able convert in to Dragon element for its own use. While Arkveld is sufficiently enraged and powered up, each whip splits in two and becomes charged with Dragon energy, allowing them to create explosive chain reactions. The elemental capacity of these organs can however be overloaded, causing harm to the wyvern and forcing it to rest and recover.

cattail2012

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