Tiacar CR: 15 (13,000 XP)
Huge dragon, lawful good
Armor Class: 19 (natural armor)
Hit Points: 212 (17d12+102)
Speed:
40 ft
, fly: 80 ft
, swim: 40 ft
Saving Throws: Dex +5 1d20+5 , Con +11 1d20+11 , Wis +8 1d20+8 , Cha +9 1d20+9
Skills: History +8
1d20+8
, Insight +8
1d20+8
, Intimidation +9
1d20+9
, Perception +13
1d20+13
, Religion +8
1d20+8
, Stealth +5
1d20+5
Damage Immunities: Lightning
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages: Draconic, Smigrin, Gnomish; can also speak with animals
Challenge Rating: 15 (13,000 XP)
Innate Spellcasting. Tiacar can innately cast the following spells, requiring no material components. Her spellcasting ability for these spells is Charisma (spell save DC 17, +9 to hit with spell attacks). 1d20+9
1/day: Absorb Elements, Misty Step, Tidal Wave, Watery Sphere
Legendary Resistance (3/Day). If Tiacar fails a saving throw, she can choose to succeed instead.
Amphibious. Tiacar can breathe air and water.
Actions
Multiattack. Tiacar can use her Frightful Presence. She then makes three attacks: one with her bite and two with her 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 Tiacar's choice that is within 120 ft. of her and aware of her 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 Tiacar's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). Tiacar uses one of the following breath weapons:
- Lightning Breath. Tiacar 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. Tiacar 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 Tiacar.
Change Shape. Tiacar magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Tiacar's choice). In a new form, Tiacar retains her 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. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
Tiacar 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. Tiacar regains spent legendary actions at the start of her turn.
Detect. Tiacar makes a Wisdom (Perception) check.
Tail Attack. Tiacar makes a tail attack.
Wing Attack (Costs 2 Actions). Tiacar beats her wings. Each creature within 10 ft. of her must succeed on a DC 20 Dexterity saving throw or take 14 2d6+7 bludgeoning damage and be knocked prone. Tiacar can then fly up to half her flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), Tiacar takes a lair action to cause one of the following effects:
- Tiacar creates fog as though she had cast the Fog Cloud spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point Tiacar can see within 120 feet of her. 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 Tiacar's lair is warped by her magic.
- Once per day, Tiacar can alter the weather in a 6-mile radius centered on her lair. She doesn't need to be outdoors; otherwise the effect is identical to the Control Weather spell.
- Underwater plants within 6 miles of Tiacar's lair take on dazzlingly brilliant hues.
- Within her lair, Tiacar can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If Tiacar dies, changed weather reverts to normal, as described in the spell, and the other effects fade in
1d10 days (unless Etzlend's presence maintains them).
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