Adamantine Dragon, Ancient

Family: Dragons

Gargantuan dragon, lawful neutral

Armor Class 23 (natural armor)
Hit Points 592 (32d20 + 256)
Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 27 (+8) 15 (+2) 20 (+5) 20 (+5)

Saving Throws Dex +11, Con +17, Wis +14, Cha +14
Skills Athletics +16, Insight +23, Perception +14
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Damage Immunities acid, force, poison, thunder
Condition Immunities charmed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 24
Languages Common, Draconic
Challenge 26 (90,000 XP)

SPECIAL TRAITS

  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Living Adamantine. The dragon’s attacks count as adamantine. If the dragon’s target is an object, a successful attack is a critical hit.

ACTIONS

  • Multiattack. The dragon can use its Frightful Presence. It then makes up to three attacks: one with its bite, one with slam, and one with stomp (if it knocks its opponent prone with slam).
  • Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
  • Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be forced prone.
  • Stomp. The dragon makes one slam Attack against a prone target. A successful attack is a critical hit.
  • Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 7) 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 21 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.
  • Forceful Roar (Recharge 5-6). The dragon unleashes a devastating roar in a 90-foot cone. Each creature in that cone must make a DC 24 Dexterity saving throw, taking 88 (16d10) force 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 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 20 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 14 (2d10 + 3) bludgeoning damage and be forced prone. The dragon can then fly up to half its flying speed.

No records can be found regarding where the kyver dragons disappeared to at the onset of the Age of Earth, and-if they know at all-none of their loyalists have ever revealed the truth. When they returned to herald the Age of Fire over three-thousand years later, the mortal races had all but forgotten them, hence their historical moniker, the forgotten dragons.

Lords Among Dragons. Theia’s chromatic and metallic dragons regard the kyver as royalty, and many of their kind were pressed into the ranks of the forgotten dragons’ armies as a result. After being treated as lesser beings for two-thousand more years, it was little surprise in hindsight that so many joined the Liezanred Rebellion which ultimately led to Dragonfall. The lesser dragons played a pivotal role in distracting their rulers through careful placement of misinformation and staged assaults.

The Arrogance of Kings and Queens. Given their status, most kyver dragons as a group can be overtly haughty and expecting of certain behavior around them. Phaethos dragons in particular wield their arrogance as a weapon. Exceptions do exist, however. The adamantine and mithral dragonflights are remembered for their bravery and the aid they provided in overthrowing their queen. Their sacrifices turned the tide of the revolution in favor of the mortals who challenged the purple dragon at her lair in Avemor.

Where Are They Now? After being usurped and culled during Dragonfall, smarter members of the forgotten dragonflights went into hiding. Some, like the cyllaros, have allowed their bloodlust to turn them into little more than the beasts they once slaughtered for fun.

Above all other endeavors, the Dragon Council of Percimum has been tasked with tracking down and dealing with the remaining kyver dragons before they can bring about a rumored Age of Scales. Where this rumor began, none can say for sure, but something draws more kyver back into the open world in the weeks since word of King Liezanred’s death reached the other countries of Theia.

Kyver Dragons as Innate Spellcasters

Like their chromatic and metallic brethren, some kyver dragons are capable spellcasters in addition to their numerous other talents. These innate spells have been passed on in the forgotten bloodlines of sorcerers and learned by those who study the kyver dragons, such as dragon speakers. Full lists of the spells available to those spellcasters can be found in Chapter 5, and the summary provided here is for reference when using them to combat the characters. GMs can customize these summarized lists using the larger pools by trading out spells of the same general function (damage, protection, etc.) and level.

Spells per Day. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

Adamantine 26

1stcomprehend languages, true strike; 2ndcalm emotions, zone of truth; 3rddispel magic, sending, tongues; 4thbanishment, fabricate, stoneskin; 5thwall of force; 6thblade barrier, true seeing; 7thforcecage; 8thearthquake, maze

Brown 20

1stcharm person, expeditious retreat; 2ndaugury, detect thoughts, invisibility; 3rdclairvoyance, haste; 4thconfusion, dimension door; 5thdominate person, mislead; 6thcontingency, mass suggestion

Gray 22

1stinflict wounds, true strike; 2ndblur, hold person; 3rdfear, slow, vampiric touch; 4thblack tentacles, confusion; 5thcloudkill, mislead; 6thblade barrier, contingency; 7thfinger of death, prismatic spray

Mithral 21

1stgrease, hideous laughter; 2ndblur, invisibility; 3rdhypnotic pattern, wind wall; 4thconfusion, hallucinatory terrain; 5thdream, mislead; 6th-irresistable dance, true seeing; 7thprismatic spray, reverse gravity

Orange 24

1st-animal friendship, speak with animals; 2ndenhance ability, locate animals or plants; 3rdprotection from energy, speak with plants; 4thdominate beast, polymorph; 5thcommune with nature, wall of stone; 6thfind the path, move earth; 7thfire storm; 8thanimal shapes, earthquake

Purple 25

1stcharm person, command, comprehend languages, true strike; 2nddetect thoughts, locate object, ray of enfeeblement; 3rdbestow curse, clairvoyance, revivify; 4thbanishment, black tentacles, charm monster, compulsion, polymorph (self only); 5thcloudkill, dominate person; 6thtrue seeing; 7thfinger of death; 8thdominate monster, feeblemind

Yellow 23

1stcomprehend languages, create or destroy water, shield, silent image; 2nddetect thoughts, mirror image; 3rdmajor image, tongues, water walk; 4thcontrol water, dimension door, hallucinatory terrain; 5thdominate person, seeming; 6thmass suggestion, wall of ice; 7thproject image, simulacrum

Section 15: Copyright Notice

Lands of Theia - 5th Edition © 2024, Samurai Sheepdog; Authors: Steven Rasheed James, Kevin Glusing

This is not the complete license attribution - see the full license for this page