Val Dachral, The Mountain Dread | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Val Dachral, The Mountain Dread

Gargantuan Dragon (red, Neutral Evil

Armor Class 22 (natural armor)
Hit Points 624 (32d20 + 288)
Speed: 40 ft Fly: 80 ft Climb: 40 ft

STR

30
( +10 )

DEX

14
( +2 )

CON

29
( +9 )

INT

18
( +4 )

WIS

18
( +4 )

CHA

23
( +6 )

Saving Throws Dex +10, Con +17, Wis +12, Cha +14
Skills Athletics +18, Intimidation +14, Perception +12, Stealth +10
Damage Resistances thunder
Damage Immunities fire
Senses blindsight 120 ft., passive perception 22
Languages Common, Draconic, Orcish
Challenge Rating 25
Proficiency Bonus +8

Innate Spellcasting. Val Dachral casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 22):

1/day: erupting earth, fireball, haste, immolation, incendiary cloud, power word pain

Actions

Multiattack. Val Dachral can use his Frightful Presence. He then makes three attacks: one with his bite and two with his 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 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.   Frightful Presence. Each creature of Val Dachral's choice that is within 120 feet of Val Dachral and aware of him must succeed on a DC 22 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 Val Dachral's Frightful Presence for the next 24 hours.   Fire Breath (Recharge 5–6). Val Dachral exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.   Mountain-Splitting Roar (Recharges after a short or long rest). Val Dachral emits a terrible roar, audible up to 1 mile away. Each creature within 120 feet of Val Dachral that can hear him must make a DC 25 Constitution saving throw. Creatures within 60 feet of Val Dachral make the saving throw with disadvantage. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Legendary Actions

Val Dachral 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. Val Dachral regains spent legendary actions at the start of his turn.

  • Detect. Val Dachral makes a Wisdom (Perception) check.
  • Tail Attack. Val Dachral makes a tail attack.
  • Wing Attack (Costs 2 Actions). Val Dachral beats his wings. Each creature within 15 feet of Val Dachral must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Val Dachral can then fly up to half his flying speed.

Lair Actions

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

  • Volcanic Spew. Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • Mountain Shaker. The earth shatters in a 15-foot radius circle centered on point on the ground within 120 feet of the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) bludgeoning damage and be knocked prone. Additionally, the ground in that area becomes difficult terrain until cleared.
  • Noxious Smoke. A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. The cloud lasts until initiative count 20 on the next round.

Regional Effects

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

  • Tremors. Small earthquakes are common within 6 miles of the dragon's lair.
  • Sulfuric Water. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Desertification. Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown.
  • Fiery Senses. The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair.
  • Ominous Flames. Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks.


Created by

RedDragonAttack.

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