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Dromoka Sunscorched

Type
Nobility, Military
Form of Address
Regent
Related Organizations

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Planeshift Tarkir

Dromoka Sunscorched CR: 17

Huge dragon, any non-chaotic
Armor Class: 20 (natural armor)
Hit Points: 218 (19d12 + 95) 19d12+95
Speed: 30 ft , fly: 60 ft , burrow: 30 ft

STR

25 +7

DEX

10 +0

CON

20 +5

INT

10 +0

WIS

12 +1

CHA

12 +1

Saving Throws: Dex +6, Con +11, Wis +7
Skills: Perception +11
Damage Resistances: fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: radiant
Senses: passive Perception 21
Languages: Draconic; understands Common but can't speak
Challenge Rating: 17

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 one with its bite attack and two slam attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage 7 (2d6) radiant damage.
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon and knocked prone.
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 15 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.
Radiant Breath (Recharge 5–6). The dragon exhales searing light in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Regional Effects

The region containing a legendary dromoka dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
  • When a clan-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
  • The region takes twice as long as normal to traverse, sandstorms obscure vision, and intruders are prone to getting lost.
If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.

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