Huge Dragon, Any Alignment
Armor Class 25 Natural Armor
Hit Points 395 (20d20 + 175)
Speed 40 ft., fly 80 ft., climb 40 ft.
STR
16 (+3)
DEX
30 (+10)
CON
20 (+5)
INT
25 (+7)
WIS
25 (+7)
CHA
15 (+2)
Saving Throws DEX +19, WIS +16
Skills Acrobatics +12, Insight +9, Nature +12, Perception +16, Survival +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force
Condition Immunities Frightened, Paralyzed
Senses Blindsight, Darkvision, Passive Perception 27
Languages Blink Dog, Celestial, Common, Draconic, Winter Wolf
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Home Turf. If the Ze' Tanev is fighting in the area that it calls home, it gains advantage on saving throws and gains the abilities evade and uncanny dodge.

Legendary Resistance (3/Day)If the Ze' Tanev fails a saving throw, it can choose to succeed instead.

Spellcasting. The Ze' Tanev is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +14 to hit with spell attacks). The Ze' Tanev has following spells prepared:

Cantrips (at will): Gust, Lightning Lure, Poison Spray, Thunderclap, Shocking Grasp

1st level (4 slots): Catapult, Earth Tremor, Fog Cloud, Shield, Thunderwave

2nd level (3 slots):  Dust Devil, Flock of Familiars, Gust of Wind, Warding Wind, Scorching Ray

3rd level (3 slots): Counterspell, Lightning Bolt, Life Transference

4th level (3 slots): Banishment, Ice Storm, Storm Sphere

5th level (3 slots): Conjure Elemental, Control Winds

6th level (2 slots): Investiture of Wind, Chain Lightning

7th level (2 slots): Whirlwind, Crown of Stars

8th level (1 slot): Feeblemind

9th level (1 slot): Shapechange

Actions

Multiattack. The Ze' Tanev can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Frightful Presence. Each creature of the Ze' Tanev’s choice that is within 120 feet of the dragon and aware of it 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 the Ze' Tanev’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). The Ze' Tanev uses one of the following breath weapons.

Breath of Nature's Fury. The Ze' Tanev exhales repulsion energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw, taking 57 (10d10) force damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is pushed 1d4 x 10 feet away from the Ze' Tanev in a random direction.

Paralyzing Breath. The Ze' Tanev exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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. 

Legendary Actions

The Ze' Tanev can take 3 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. The Ze' Tanev regains spent legendary actions at the start of its turn.

Detect. The Ze' Tanev makes a Wisdom (Perception) check.

Cantrip. The Ze' Tanev casts a cantrip.

Tail Attack. The Ze' Tanev makes a tail attack.

Wing Attack (Costs 2 Actions). The Ze' Tanev beats its wings. Each creature within 15 feet of the Ze' Tanev must succeed on a DC 25 Dexterity saving throw or take 10 (2d6 + 3) bludgeoning damage and be knocked prone. The Ze' Tanev can then fly up to half its flying speed.

Description

The Ze' Tanev is a noble and proud creature. This large wolf-dragon hybrid was a creation of Silvanus and Chauntea. These two gods took the power of the dragon and loyalty of the wolf to forge this powerful creature. It is champion of Nature and a Master of the Wind.

Most Ze' Tanev tend to live in isolation, much like their dragon cousins. However, depending on the age of the Ze' Tanev, an adventurer may find it with its mate and younglings. Ze' Tanev are extremely intelligent and often will use this intelligence to benefit the general area that they live in. 

They are not particularly defensive over a territory, allowing many beasts, humanoids, and even dragons to pass through their home without challenge. However, those who would harm its home are shown no mercy. It is often seen to many creatures in its home as a protector/guardian of the area, to which they are usually thankful.

When it comes to adventurers, the Ze' Tanev usually avoid/ignore them, as long as they take no harmful actions to the surrounding area. If adventurers happen upon them, the Ze' Tanev will speak to them with respect and dignity as long it is reciprocated. Occassionally, a Ze' Tanev will offer them a quest, rewarding them with either knowledge, aid, or items of value that happen to be in its home. (Due to it's shapechanging spell, it may appear in a different form than normal)

Very rarely, a Ze' Tanev will fail to defend the place they call home. These Ze' Tanev are usually driven mad and go on a rampage, destroying everything they pass. For these unfortunate Ze' Tanev, only death will bring them the peace they seek. If another Ze' Tanev encounters such a Ze' Tanev, they will do their utmost to kill it, in hopes that it will find peace.

For spell casting, the Ze' Tanev tend to hide materials needed for its spells throughout the place it calls home, or stays in a form that can properly hold the materials until all spells have been cast. A Ze' Tanev found outside/lacking its home cannot cast spells that require materials.

Lair and Lair Actions

If a Ze' Tanev is killed within its home, the entire area will react. Everything that also calls that area home will become hostile towards the person(s) or creature(s) that killed their protector/guardian. This affect will remain until all the current creatures in the forest die.

If a Ze' Tanev's home is destroyed by unnatural means, the Ze' Tanev will go mad and proceed to destroy/kill everything it comes across. This effect also takes place if a Ze' Tanev's home is destroyed by natural means and it is unable to find a new home within a year.

Previous Versions

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Habitat: ForestMountain

SheertheDestroyer

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