Scíaraithe | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Scíaraithe

Gargantuan Dragon, Neutral Evil

Armor Class 21 (natural armor)
Hit Points 395 (22d10+164)
Speed: 40 ft Fly: 80 ft Swim: 40 ft

STR

30
( +10 )

DEX

15
( +2 )

CON

25
( +7 )

INT

17
( +3 )

WIS

17
( +3 )

CHA

16
( +3 )

Saving Throws Dex +8, Con +14, Wis +10, Cha +10
Skills Deception +10, Insight +10, Perception +17, Persuasion +10, Stealth +9
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common, Elvish, Draconic
Challenge Rating 22
Proficiency Bonus +7

Description

Scíaraithe is a greedy god, and always craves more of everything: more worshippers, more prayers and more blood sacrifice. Scíaraithe enjoys bending others to its will and controlling both individuals and civilizations, before driving them towards collapse.

Ideals

Control. Scíaraithe believes that all lesser beings should be subjugated beneath him. (Evil). Respect. Fear is useful, but worship is wonderful, and Scíaraithe wants to be worshipped. (Neutral)

Bonds

Scíaraithe was defeated in battle by Caomhing Redblade, and wants nothing more than to extinguish her order from world and memory. He has already started.

Flaws

Scíaraithe is overly arrogant, even after his defeat and imprisonment, and is likely to toy with serious challengers.

Suggested Environments

Forrest, Feywild

Innate spellcasting. The Ancient Green Dragon can cast the following spells at will, with a spell save DC of 18: At will: Crown of Madness, Mass Suggestion, Plant Growth, Speak with Animals


Amphibious. The dragon can breathe air and water.
Legendary Resistances (4/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 three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 2d10 + 10 piercing damage plus 3d6 poison damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 4d6 + 10 slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 2d8 + 10 bludgeoning damage.
Maddening 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 18 Wisdom saving throw or be under the effect of the Crown of Madness spell for 1 minute. While under this effect, Scíaraithe can freely mentally designate a target for each affected creature, without needing to concentrate on the spell or spending an action to do so. 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.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 90­-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 22d6 poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 4 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 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 23 Dexterity saving throw or take 2d6 + 10 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 takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 4d8 piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 4d8 piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
  • Creeper Vines. The Dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become zombies. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon sues this lair action again, or when the zombie is destroyed.
  • Lashing Root. One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit, and deals 3d6 bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.


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FutureRumble.

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