Gargantuan Undead, Chaotic Evil
Armor Class 22 (26 with Armor of Stone Golems)
Hit Points 667 (35d20 + 300)
Speed 40 ft., climb 60 ft., fly 40 ft.
STR
30 (+10)
DEX
8 (-1)
CON
30 (+10)
INT
20 (+5)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws DEX +7, CON +18, WIS +12, CHA +14
Skills Insight +9, Perception +16
Damage Resistances Necrotic, Psychic
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Zaunig Diiv fails a saving throw, it can choose to succeed instead.

Crushing Might. Any melee attacks Zaunig Diiv hits against a creature that is prone are critical hits, and deal additional damage as a critical does.

Armor of Stone Golems. Zaunig Diiv uses his telekinetic powers to suspend pulverized pieces of Stone Golem around him, effectively forming a suit of armor that covers his entire body. This armor hovers a few inches over his bones and conforms to him when he moves. While Zaunig Diiv has his Armor of Stone Golems, he gains the following benifits:

  • Zaunig Diiv's AC becomes 26.
  • Zaunig Diiv is immune to nonmagical bludgeoning, piercing, and slashing damage, and resistant to all other damage.
  • Zaunig Diiv has an advantage on saving throws against spells and other magical effects.
  • Unless he wishes to be, Zaunig Diiv is immune to spells of the 3rd level and below.
  • Zaunig Diiv's attacks are considered magical.
  • The Armor of Stone Golems is immune to any effect that would change its form or cause it to fall out of Zaunig Diiv's control.
  • Zaunig Diiv loses his flying speed.

 Phylactery. Zaunig Diiv's phylactery is the focus of his telekinetic powers, as well as his source of rejuvenation. It is suspended where his heart would be and moves with him. Zaunig Diiv's Armor of Stone Golems covers his phylactery, providing it full cover from all attacks, except for when he performs certain actions. When Zaunig Diiv performs a Wing Attack, Spews Magma, or uses his Fire Breath, his armor shifts and exposes his phylactery, leaving it open to attacks for the duration of the action. The exposed gemstone has an AC of 20 and immunity to poison and psychic damage, and attacks with a range of 5 feet have disadvantage on attack rolls. Any damage that is dealt to Zaunig Diiv phylactery is dealt to him, and is not effected by the Armor of Stone Golems' damage resistances and immunities. Additionally, if Zaunig Diiv's phylactery takes damage, he is stunned, cannot perform legendary actions until the start of his next turn, and his Armor of Stone Golems falls away from him, losing him all the benefits it grants. On the start of his next turn, his Armor of Stone Golems rises back into the air to cover him again, and he regains all of its benefits.

Actions

Multiattack. Zaunig Diiv can use his Frightful Presence. He then makes four attacks: one with his bite, two with his claws, and one with his Mind Slam.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage.

Mind Slam. Ranged Spell Attack: +13 to hit, reach 60 ft., one target. Hit: 13 (2d6 + 6) force damage, and the target must suceed a DC 21 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage, and the target must succeed a DC 25 Strength Saving throw or be knocked prone.

Frightful Presence. Each creature of Zaunig Diiv's choice that is within 120 feet of him and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Zaunig Diiv's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6). Zaunig Diiv exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 98 (28d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Zaunig Diiv can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zaunig Diiv regains spent legendary actions at the start of his turn.

Detect. Zaunig Diiv makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Mind Slam. Zaunig Diiv makes a Mind Slam attack.

Wing Attack (Costs 2 Actions). Zaunig Diiv beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked prone.

Spew Magma (Recharge 4-6)(Costs 3 Actions). Zaunig Diiv exhales a stream of molten rock at a point within 60 feet of him. All creatures within a 15 foot radius must make a DC 24 dexterity saving throw. On a failed save, a creature takes 10d6 fire damage and takes 5d6 fire damage and has its movement halved at the start of each of its turns, as it is covered in searing lava. A creature may end this effect by taking any amount of cold damage or using an action. On a successful save, a creature takes half as much initial damage, and suffers no effects at the start of its turns.

Description

The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

 

Lair and Lair Actions

Zaunig Diiv's Lair

 

Along a thin, winding trail, in the heart of a canyon-like crevice atop a towering mountain deep in the desert, the mighty Red Dracolich resides. The walls of the canyon are sheer sandstone and the floors are layered with sand. The canyon is open to the bright blue sky, and ripples of heat dance in the air. Sand trickles down the walls onto the pile of massive, bleached dragon bones, sitting upon a mound of shattered and broken gray stones. Perched in the center of this pile is a large green stone, an emerald, cut and polished so its faceted surface gleams in the bright sunlight.  Behind the heap is a flat sandstone wall carved with murals of dwarves serving under the tyrannic rule of Red Dragon. In the center of this wall is an immense stone door, unadorned except for an imprint where the lock and doorknob would be. The imprint is shaped to the large gemstone.

 

Lair Actions

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

  • Pillars of glowing red stone appear and fall onto up to three creatures Zaunig Diiv can see. Make an attack roll for each with +10 bonus to hit. On a hit, a creature takes 5d6 bludgeoning damage and 3d6 fire damage.
  • A telekinetic tremor shakes the ground in a 60-foot radius around Zaunig Diiv. Each creature other than Zaunig Diiv on the ground in that area must succeed on a DC 21 Dexterity saving throw or be knocked prone.
  • Zaunig Diiv conjures 3 blazing walls of flame. Each one has the same effect as a 4th level wall of fire spell. The fires remain until Zaunig Diiv dismisses them or he uses this lair action again.

 

Habitat: DesertMountain

Sollima

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