Dromoka Scalelord | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Planeshift Tarkir

Dromoka Scalelord CR: 24

Gargantuan dragon, any non-chaotic
Armor Class: 22 (natural armor)
Hit Points: 409 (21d20 + 189) 21d20+189
Speed: 40 ft , fly: 60 ft , burrow: 40 ft

STR

28 +9

DEX

12 +1

CON

29 +9

INT

14 +2

WIS

19 +4

CHA

15 +2

Saving Throws: Dex +8, Con +16, Wis +11
Skills: Intimidation +9, Perception +11, Persuasion +9, Survival +11
Damage Resistances: fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: radiant
Senses: truesight 120 ft, passive Perception 21
Languages: Draconic; understands Common but can't speak
Challenge Rating: 24

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: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) piercing damage plus 13 (2d12) radiant damage.
Slam. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be 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 17 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 a beam of searing light in a 69-foot line that is 5 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 67 (15d8) radiant damage on a failed save, or half as much damage on a successful one.

Reactions

Bolster. In response to another creature within 5 feet of it being hit by an attack roll, the dragon gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the dragon must be able to see the creature and the attacker.

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.

  • Attack. The dragon makes a melee weapon attack.
  • Detect. The dragon makes a Wisdom (Perception) check.
  • 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.


Created by

I Dream of Azathoth.

Statblock Type

Monster

Link/Embed