Dzalmus Dragon

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DZALMUS

DRAGON
Dzalmus Dragon
Huge dragon, neutral

Armour Class - 20 (natural armor)


Hit Points - 391 (27d12 + 216)
Speed - 40 ft., climb 40 ft., fly 60 ft.

STR 28 (+9)
DEX 10 (+0)
CON 26 (+8)
INT 26 (+8)
WIS 20 (+5)
CHA 19 (+4)

Saves STR +15, CON +14, WIS +11


Skills Athletics +15, Perception +11
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 21
Languages Common, Draconic
Challenge 20 (22,000 XP)

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

Three-Headed.
When the dragon rolls a Wisdom (Perception) check or saving throw against being blinded,
deafened, frightened, stunned, or knocked unconscious, it rolls three dice and uses the
highest result.

Wakeful.
When two of the dragon’s heads are asleep, its other head is awake.

Actions
Multiattack.
The dragon can use its Frightful Presence. It then makes five attacks: three with its bite and
two with its claws.

Bite.
Melee Weapon Attack: +15 to hit, reach 10 ft., one creature.
Hit: 22 (2d12 + 9) piercing damage.

Claw.
Melee Weapon Attack: +15 to hit, reach 5 ft., one creature.
Hit: 16 (2d6 + 9) piercing damage.

Life-Drain Breath (Recharge 5-6).


The dragon exhales life-draining gas in a 60-foot cone. Each creature in that area must make
a DC 21 Constitution saving throw, having their Constitution score reduced by 1d8 on a failed
save, or half as much damage on a successful one. This reduction lasts until the affected
creature takes a long rest. If a creature’s Constitution score reaches 0, they die.

Frightful Presence.
Each creature of the dragon's choice that is within 120 ft. of the dragon 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
the dragon's Frightful Presence for the next 24 hours.

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 their turn.

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

Bite.
The dragon makes a bite attack.

Toss (Costs 2 Actions).


The dragon attempts to grapple up to three target large or smaller creatures using its heads.
A head already grappling something can’t grapple another creature. Any creature grappled in
this way is immediately thrown to a space within 30 feet of the dragon. The thrown creatures
all take 19 (3d6 + 9) bludgeoning damage, or half as much on a successful DC 17 Acrobatics
(Dexterity) check.

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