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Kolaghan Warkite

These aggressive dragons are huge, strong, and battle-scarred. They sometimes attack in spiraling formations, building up howling winds between them, then lay waste to an enemy's position with a wave of scouring debris.
Type
Self proclaimed
Status
Active
Form of Address
Regent
Alternative Naming
Thunderbreak
Related Locations
Related Organizations

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Planeshift Tarkir

Warkite CR: 22

Gargantuan dragon, any chaotic
Armor Class: 20 (natural armor)
Hit Points: 425 (23d20 + 184)
Speed: 40 ft , fly: 120 ft

STR

28 +9

DEX

19 +4

CON

26 +8

INT

10 +0

WIS

17 +3

CHA

20 +5

Saving Throws: Dex +11, Con +15, Wis +10, Cha +12
Skills: Acrobatics +11, Intimidation +12, Perception +10
Damage Immunities: lightning
Senses: darkvision 60 ft., passive Perception 20
Languages: Draconic; understands Common but can't speak
Challenge Rating: 22

Aggressive. As a bonus action, the dragon can move up to its speed toward a hostile creature that it can see.
Flyby. The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.

Actions

Multiattack. The dragon can use its Frightful Presence and 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: 22 (2d12 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 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 20 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.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Reactions

Vicious Reprisal. In response to taking damage, the dragon makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the dragon moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.

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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:

  • A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
  • Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured until initiative count 20 on the next round.

Regional Effects

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

  • Thunderstorms rage within 6 miles of the lair.
  • Small avalanches of rock intermittently fall, blocking a path or burying intruders. A buried creature is restrained and has to hold its breath until it is dug out.
If the dragon dies, these effects fade over the course of 1d10 days.

Suggested Environments

Environment. Grassland, Plains, Ruins

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