Fuagruun

Huge undead (dragon), chaotic evil

Armor Class 20
Hit Points 184 (16d12 + 80)
Speed 40 ft., fly 120 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 21 (+5) 20 (+5) 21 (+5) 22 (+6)

Saving Throws Dex +5, Con +10, Wis +10, Cha +11
Skills Arcana +10, Deception +15, Insight +10, Intimidate +11, Perception +15, Stealth +10
Damage Vulnerabilities cold
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
Languages Abyssal, Common, Draconic, Dwarven, Ignan, Orc
Challenge 15 (13,000 XP)

SPECIAL TRAITS

  • Consumptive Soul. Whenever a creature dies within 30 feet of Fuagruun, the creature’s soul is drawn into Fuagruun’s maw and is consumed. A consumed soul becomes a charge, and Fuagruun can have up to three charges that last up to 1 hour. Any time Fuagruun would be reduced to 0 hit points, Fuagruun can use a reaction to expend a charge, and instead be reduced to 1 hit point. A creature who’se soul is consumed in this way cannot be revived until Fuagruun is destroyed within an hour of the soul being consumed, even if Fuagruun uses the charge. After an hour, only a wish or divine intervention can restore the soul.
  • Fire Aura. A creature that touches Fuagruun or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. In addition, a creature that starts its turn within 5 feet of Fuagruun takes 11 (2d10) fire damage.
  • Innate Spellcasting. Fuagruun’s spellcasting ability is Charisma (spell save DC 20, spell attack bonus +12). He can innately cast the following spells, requiring only verbal components:
  • Legendary Resistance (3/Day). If Fuagruun fails a saving throw, he can choose to succeed instead. Magic Resistance. The Fuagruun has advantage on saving throws against spells and other magical effects.
  • Turn Resistance. Fuagruun has advantage on saving throws against any effect that turns undead.

ACTIONS

  • Multiattack. The Fuagruun can use its frightful presence. It then makes three attacks; one with its bite and twice with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 19 (2d10+8) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d6+8) slashing damage.
  • Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 15 (2d6+8) bludgeoning damage.
  • Frightful Presence. Each creature of Fuagruun’s choice that is within 120 feet of Fuagruun and aware of him must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature that fails this saving throw by 5 or more is also restrained as long as it is frightened. 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 Fuagruun’s Frightfil Presence for the next 24 hours.
  • Fire Breath (Recharge 5-6). Fuagruun exhales fire in a 60 foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a successful one.

LEGENDARY ACTIONS

Fuagruun 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 actins at the start of its turn.

  • Detect. Fuagruun makes a Wisdom (Perception) check.
  • Tail Attack. Fuagruun makes a tail attack.
  • Cast a Spell (Costs 3 actions). Fuagruum casts an innate spell, consuming a daily use as normal.
Section 15: Copyright Notice

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