```metadata title: Dragons description: '' tags: - '' systems: [] renderer: legacy theme: 5ePHB ``` ## Dragons
> ##### Art > * Hunting Party by [Arthur Mosca](http://www.arturmosca.com/), > * Undead dragon by [Mateusz Ozminski](https://artozi.deviantart.com/art/Undead-dragon-496583427), > * Unkown by [mattilius258](https://alpha.wallhaven.cc/wallpaper/156241) (???), > * Red Dragon by [Wizards of the Coast](http://dnd.wizards.com/products/media-resources%3Ftype%3D246?page=3) ___ ___ > ## Khannierv the White Wrath >*Gargantuan dragon, chaotic evil* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 333 (18d20 + 144) > - **Speed** 40 ft., burrow 40 ft., fly 80ft ., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|10 (+0)|26 (+8)|10 (+0)|13 (+1)|14 (+2)| >___ > - **Saving Throws** For +16, Dex +7, Con + 15, Wis +8 > - **Skills** Intimidation +9, Perception +15, Stealth +7 > - **Damage Immunities** cold > - **Condition Immunities** frightened > - **Senses** blindsight 60ft., darkvision 120 ft., passive Perception 25 > - **Languages** Common, Draconic > - **Challenge** 21 (27,500 XP) > ___ > ***Bloodthirst.*** Khannierv has advantage on attack rolls against creatures that are currently below their maximum hit points. > > ***Ice Walk.*** Khannierv can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost him extra moment. > > ***Frenzy.*** When it loses more than half it's hit points, Khannierv enters a frenzy. He receives resistance to bludgeoning, piercing and slashing, and can make one more claw attack with his Multiattack action. Additionaly, he immediatly uses his Frightful Presence. Creatures that had successfully saved against the effect before have to make the save again. > > ***Legendary Resistance (3/Day).*** If Khannierv fails a saving throw, he can choose to succeed instead. > > ### Actions > ***Multiattack***. Khannierv can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 9) piercing damage plus 9 (2d8) cold damage. > > ***Claw.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 9) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +15 to hit, reach 20ft., one target. *Hit:* 17 (2d8 + 9) bludgeoning damage. > > ***Frightful Presence.*** Each creature of Khannierv's choice that is within 120 feet of Khannierv and aware of it must succeed on a DC 16 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, the creature is immune to Khannierv's Frightful Presence for the next 24 hours . > > ***Cold Breath (Recharge 5-6).*** Khannierv exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. > > ### Legendary Actions > Khannierv 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 . Khannierv regains spent legendary actions at the start of its turn. > > ***Detect.*** Khannierv makes a Wisdom (Perception) check. > > ***Tail Attack.*** Khannierv makes a tail attack. > > ***Wing Attack (Costs 2 Actions).*** Khannierv beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Khannierv can then fly up to half its flying speed. \page ___ ___ > ## Durlzor, decayed >*Gargantuan undead, neutral evil* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 385 (22d20 + 154) > - **Speed** 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|12 (+1)|25 (+7)|3 (-4)|8 (-1)|5 (-3)| >___ > - **Saving Throws** Con + 13 > - **Damage Immunities** poison > - **Condition Immunities** frightened, poisoned > - **Senses** darkvision 120 ft., passive Perception 9 > - **Languages** understands Common and Draconic, but can’t speak > - **Challenge** 19 (22,000 XP) > ___ > ***Undead Fortitude.*** If damage reduces Durlzor to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Durlzor drops to 1 hit point instead. > > ### Actions > ***Multiattack***. Durlzor makes three attacks: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 10 (3d6) necrotic damage. > > ***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 22 (4d6 + 8) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 20ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage. > > ***Breath of Decay (Recharge 5-6).*** Durlzor exhales a necrotic blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 38 (11d6) necrotic and 38 (11d6) poison damage on a failed save, or half as much damage on a successful one. > > ### Legendary Actions > Durlzor 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 . Durlzor regains spent legendary actions at the start of its turn. > > ***Tail Attack.*** Durlzor makes a tail attack. > > ***Vomit Zombies (Costs 2 Actions).*** Durlzor chooses a 10 foot square in 30 feet of him. He vomits 7 (2d6) zombies in that area. The zombies act in the end of the round. Durlzor can't have more than 21 zombies active at a time. \page ___ ___ > ## Abaator, the Ebon Death >*Gargantuan undead, chaotic evil* > ___ > - **Armor Class** 24 (natural armor) > - **Hit Points** 367 (21d20 + 147) > - **Speed** 40 ft., fly 80ft ., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|14 (+2)|25 (+7)|20 (+5)|15 (+2)|19 (+4)| >___ > - **Saving Throws** Dex +9, Con + 14, Wis +9, Cha +11 > - **Skills** Perception +16, Stealth +9 > - **Damage Resistances** necrotic > - **Damage Immunities** acid, poison; bludgeoning, piercing and slashing from nonmagic weapons. > - **Condition Immunities** charmed, frightened, paralyzed, poisoned > - **Senses** blindsight 60ft., darkvision 120 ft., passive Perception 26 > - **Languages** Common, Abyssal, Draconic, Infernal, Mirrodian, Netherense > - **Challenge** 23 (50,000 XP) > ___ > > > ***Magic Resistance.*** Abaator has advantage on saving throws against spells and other magical effects. > > ***Innate Spellcasting.*** Abaator's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Abaator can innately cast the following spells, requiring no material components: > > At will: *darkness, pass without a trace, invisibility, arms of hadar (4th level), hex* > > 3/day each: *blight, circle of death, counterspell, evard's black tentacles, hunger of hadar* > > 1/day each: *feeblemind, soul cage* > > ***Touch of Undeath.*** Creatures that take damage from Abaator in a turn can't regain hit points until Abaator's next turn. > > ***Legendary Resistance (3/Day).*** If Abaator fails a saving throw, he can choose to succeed instead. > > ### Actions > ***Multiattack***. Abaator can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 9 (2d8) necrotic damage. > > ***Claw.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +15 to hit, reach 20ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage. > > ***Frightful Presence.*** Each creature of Abaator's choice that is within 120 feet of Abaator and aware of it must succeed on a DC 19 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 Abaator's Frightful Presence for the next 24 hours. > > ***Abyssal Breath (Recharge 5-6).*** Abaator exhales an foul blast in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 67 (l5d8) necrotic damage on a failed save, or half as much damage on a successful one. > > ***Call From the Netherworld (Recharge 5-6).*** Each creature in 10 feet of Abaator must make a DC 22 Dexterity saving throw, taking 67 (15d8) Necrotic damage on a failed save and getting poisoned until Abaator's next turn, or half as much damage and no poison on a successful one. > > ### Legendary Actions > Abaator 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 . Abaator regains spent legendary actions at the start of its turn. > > ***Detect.*** Abaator makes a Wisdom (Perception) check. > > ***Tail Attack.*** Abaator makes a tail attack. > > ***Spell (Costs 2 Actions).*** Abaator casts a spell. > > ***Wing Attack (Costs 2 Actions).*** Abaator beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Abaator can then fly up to half its flying speed. \page ___ ___ > ## Imvaernarho >*Gargantuan dragon, chaotic evil* > ___ > - **Armor Class** 23 (natural armor) > - **Hit Points** 682 (35d20 + 315) > - **Speed** 40ft., climb 40ft., fly 80ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|10 (+0)|29 (+9)|22 (+6)|15 (+2)|26 (+8)| >___ > - **Saving Throws** Dex +8, Con + 17, Wis +10, Cha +16 > - **Skills** Arcana +14, Perception +18, Stealth +8 > - **Damage Immunities** fire > - **Senses** blindsight 60ft., darkvision 120 ft., passive Perception 28 > - **Languages** Common, Draconic, Infernal > - **Challenge** 28 (120,000 XP) > ___ > > ***Extreme Heat.*** A creature that starts its turn in 5 feet of Imvaernarho takes 13 (3d8) fire damage. > > ***Hellfire Mastery.*** Imvaernarho's fire damage is hellfire. It ignores resistance and immunity to fire. > > ***Innate Spellcasting.*** Imvaernarho's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit wit spell attacks). Imvaernarho's can innately cast the following spells, requiring no material components: > > At will: *fireball, immolation, wall of fire* > > 3/day each: *delayed blast fireball, fire storm, sunbeam* > > 1/day each: *incendiary cloud, metor swarm, sunburst* > > ***Legendary Resistance (3/Day).*** If Imvaernarho fails a saving throw, he can choose to succeed instead. > > ### Actions > ***Multiattack***. Imvaernarho can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. > > ***Claw.*** *Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 17 (2d6 + 10) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +18 to hit, reach 20ft., one target. *Hit:* 19 (2d8 + 10) bludgeoning damage. > > ***Frightful Presence.*** Each creature of Imvaernarho's choice that is within 120 feet of Imvaernarho 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 Imvaernarho's Frightful Presence for the next 24 hours. > > ***Fire Breath (Recharge 5-6).*** Imvaernarho exhales a fire blast in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 119 (34d6) fire damage on a failed save, or half as much damage on a successful one. > > ***Lava Split (Recharge 5-6).*** *Ranged Spell Attack:* +16 to hit, reach 120ft., one target. *Hit:* 157 (45d6) fire damage. > > ### Legendary Actions > Imvaernarho 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 . Imvaernarho regains spent legendary actions at the start of its turn. > > ***Detect.*** Imvaernarho makes a Wisdom (Perception) check. > > ***Tail Attack.*** Imvaernarho makes a tail attack. > > ***Wing Attack (Costs 2 Actions).*** Imvaernarho beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Imvaernarho can then fly up to half its flying speed. > > ***Spell (Costs 3 Actions).*** Imvaernarho casts a spell.