Atarka Foe-Razer | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Planeshift Tarkir

Atarka Foe-Razer CR: 22

Gargantuan dragon, any chaotic
Armor Class: 19 (natural armor)
Hit Points: 351 (19d20 + 152) 19d20+152
Speed: 40 ft , fly: 80 ft , swim: 40 ft

STR

27 +8

DEX

10 +0

CON

27 +8

INT

8 -1

WIS

15 +2

CHA

19 +4

Saving Throws: Dex +7, Con +15, Wis +9, Cha +11
Skills: Athletics +15, Intimidation +11, Perception +9, Survival +9
Damage Resistances: cold
Damage Immunities: fire
Senses: darkvision 120 ft., passive Perception 23
Languages: Draconic; understands Common but can't speak
Challenge Rating: 22

Keen Senses. The dragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
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.
Trample. If the dragon moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 19 (3d12) piercing damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Ram. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 8) piercing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 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.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 84 (24d6) fire 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.
  • Savage (Costs 2 Actions). The dragon makes a claw attack against each creature within 5 feet of it.
  • 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 15 (2d6 + 8) 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:

  • 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.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Blinding smoke and ash form a cloud in a 30-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round. Each creature that enters or starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.

Regional Effects

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

  • Temperatures within 5 miles of the dragon's lair are warmer than in the surrounding lands. Snow melts shortly after landing, plants are more common, and animals lose their winter coats.
  • Beasts and monstrosities are more aggressive within 3 miles of the dragon's lair. Animal Handling checks in the area are made with disadvantage.
  • Volcanic fissures and geysers spring up within 1 mile of the dragon's lair.
If the dragon dies, these effects fade over the course of 1d10 days.

Suggested Environments

Environment. Arctic, Forest, Hills, Mountain


Created by

I Dream of Azathoth.

Statblock Type

Monster

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