Etzlend CR: 15 (13,000 XP)
Huge dragon, lawful good
Armor Class: 20 (natural armor)
Hit Points: 212 (17d12+102)
Speed:
40 ft
, fly: 80 ft
, swim: 40 ft
Saving Throws: Dex +6 1d20+6 , Con +11 1d20+11 , Wis +7 1d20+7 , Cha +9 1d20+9
Skills: Animal Handling +7
1d20+7
, Arcana +9
1d20+9
, Insight +7
1d20+7
, Nature +9
1d20+9
, Perception +12
1d20+12
, Stealth +6
1d20+6
Damage Immunities: Lightning
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages: Draconic, Smigrin, Elvish, Gnomish, Primordial, Celestial, Orc; can also speak with animals
Challenge Rating: 15 (13,000 XP)
Innate Spellcasting. Etzlend can innately cast the following spells, requiring no material components. His spellcasting ability for these spells is Charisma (spell save DC 17, +9 to hit with spell attacks). 1d20+9
1/day: Control Winds, Shield, Steel Wind Strike, Storm Sphere
Legendary Resistance (3/Day). If Etzlend fails a saving throw, he can choose to succeed instead.
Amphibious. Etzlend can breathe air and water.
Actions
Multiattack. Etzlend can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee weapon attack: +12 to hit, reach 10 ft., one target. 1d20+12 Hit: 18 2d10+7 piercing damage.
Claw. Melee weapon attack: +12 to hit, reach 5 ft., one target. 1d20+12 Hit: 14 2d6+7 slashing damage.
Tail. Melee weapon attack: +12 to hit, reach 15 ft., one target. 1d20+12 Hit: 16 2d8+7 bludgeoning damage.
Frightful Presence. Each creature of Etzlend's choice that is within 120 ft. of him and aware of him 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 Etzlend's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). Etzlend uses one of the following breath weapons:
- Lightning Breath. Etzlend exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 12d10 lightning damage on a failed save, or half as much damage on a successful one.
- Repulsion Breath. Etzlend exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from Etzlend.
Change Shape. Etzlend magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Etzlend's choice). In a new form, Etzlend retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, innate spellcasting, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
Etzlend 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. Etzlend regains spent legendary actions at the start of his turn.
Detect. Etzlend makes a Wisdom (Perception) check.
Tail Attack. Etzlend makes a tail attack.
Wing Attack (Costs 2 Actions). Etzlend beats his wings. Each creature within 10 ft. of him must succeed on a DC 20 Dexterity saving throw or take 14 2d6+7 bludgeoning damage and be knocked prone. Etzlend can then fly up to half his flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), Etzlend takes a lair action to cause one of the following effects:
- Etzlend creates fog as though he had cast the Fog Cloud spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point Etzlend can see within 120 feet of him. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 1d10 thunder damage and be deafened until the end of its next turn.
Regional Effects
The region containing Etzlend's lair is warped by his magic.
- Once per day, Etzlend can alter the weather in a 6-mile radius centered on his lair. He doesn't need to be outdoors; otherwise the effect is identical to the Control Weather spell.
- Underwater plants within 6 miles of Etzlend's lair take on dazzlingly brilliant hues.
- Within his lair, Etzlend can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If Etzlend dies, changed weather reverts to normal, as described in the spell, and the other effects fade in
1d10 days (unless Tiacar's presence maintains them).
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