Gargantuan Dragon, Any Evil Alignment
Armor Class 26 Natural
Hit Points 537 (28d20 + 243)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
28 (+9)
DEX
20 (+5)
CON
29 (+9)
INT
16 (+3)
WIS
20 (+5)
CHA
19 (+4)
Saving Throws DEX +13, CON +17, INT +11, WIS +13
Skills Perception +19, Stealth +18
Damage Immunities Acid, Necrotic
Condition Immunities Charmed, Frightened, Grappled, Poisoned, Restrained
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 26
Languages Common, Draconic
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The Dragon can breathe air and water.

Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.

Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws, and one with its tail.

Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit: 20 (2d10+9) piercing damage plus 27 (6d8) necrotic damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 16 (2d6+9)slashing damage.

Tail. Melee Weapon Attack:  +17 to hit, reach 20ft., one target. Hit: 18 (2d8+9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 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 dragon's Frightful Presence for the next 24 hours.

Shadow Acid Breath (Recharge 5-6). The Dragon exhales an acidic shadowy breath in a 90-foot line that is 10ft wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 36 (8d8) necrotic damage and 36 (8d8) acid damage. on a failed save, or half as much on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.

Reactions

Retaliation. When the dragon is hit by a melee attack it can use its reaction to make a counter attack with one of its claws.

Legendary Actions

The dragon 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 dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 23 (4d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

An ancient black dragon whos grown within the shadowfell gaining great power. Purplish and black scales shine across the entire body. Its eyes are piercing dark red, with a slight black glow. Razor sharp talons capable of tearing through stone as easily it could tear through flesh.

Lair and Lair Actions

Massive cavern inside the caldera of a long dead volcano. Stalagmites and stalactites line the walls like razor sharp teeth.  Swirling with shadows and pools of acid. As a necrotic mist floats through the air. 

Lair Actions

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

  • Shadows swirl and reach out to grab the creatures. Any creature within a 20ft radius sphere must succeed on a DC 27 strength save or be restrained by the shadows for 1 round. They can attempt the save again at the end of there turns.
  • The necrotic mist thickens and begins to fill the lungs of the creatures. Any creature within a 30ft cube must succeed on a DC 27 constitution save. They take 35 (10d6) necrotic damage on failed save and have there hit point maximum reduced by the damage took. They take half as much on a successful save and there hit points are not reduced.

If the Zurnathix dies, these effects fade over the course of 2d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
7/7/2020 8:32:15 PM
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Habitat: MountainSwampUnderdark

blkninja89

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