Tuoth Dragon

Family: Dragons

Huge dragon, chaotic evil

Armor Class 19 (natural armor)
Hit Points 230 (20d12+100)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 11 (+0) 13 (+1) 11 (+0)

Skills Perception +13, Stealth +7
Saving Throws Dex +7, Con +11, Wis +7, Cha +6
Damage Immunities varies
Condition Immunities charm, Paralysis
Senses darkvision 120 ft., Passive perception
Languages Common, Draconic
Challenge 17 (18,000 XP)

SPECIAL TRAITS

  • Multi Headed. The Tuoth has two heads of different colors. Based on the colors of the head, the creature gains a breath weapon and a damage immunity.
    • White. Immune to cold damage. Breath weapon is a 30-foot cone, doing 10d10 cold damage. All targets must make a Constitution save (DC 19), taking full damage on a failed save, or half damage on a successful one.
    • Black. Immune to acid damage. Breath weapon is a 60-foot line, doing 10d10 acid damage. All targets must make a Dexterity save (DC 19), taking full damage on a failed save, or half damage on a successful one.
    • Green. Immune to poison damage. Breath weapon is a 30-foot cone, doing 10d10 poison damage. All targets must make a Constitution save (DC 19), doing full damage on a failed save, or half damage on a successful one.
    • Blue. Immune to lightning damage. Breath weapon is a 60-foot line, doing 10d10 lightning damage. All targets must make a Dexterity save (DC 19), doing full damage on a failed save, or half damage on a successful one.
    • Red. Immune to fire damage. Breath weapon is a 30-foot cone, doing 10d10 fire damage. All targets must make a Dexterity save (DC 19), doing full damage on a failed save, or half damage on a successful one.
  • 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 Wisdom save (DC 15) 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.
  • Keen Senses. The dragon’s superior senses give it advantage on all perception checks.
  • Magic Resistance. The dragon has advantage on all saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. Each round, the dragon can use its frightful presence. Each head can then make either a breath weapon attack or a bite attack. The body can then make two claw attacks. The dragon cannot make more than one breath weapon attack on each turn.
  • Breath Weapon, First Head (recharges 5-6).
  • Breath Weapon, Second Head (recharges 5-6).
  • Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d10+6) piercing damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) slashing damage.
  • Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.

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 10 feet of the dragon must succeed on a Dexterity save (DC 18) or take 13 (2d6+6) bludgeoning damage and be forced prone. The dragon can then fly up to half its flying speed.

ABOUT

The tuoth, or two-headed, dragons are huge beasts that never cease to grow. Born live, they come into the world filled with the mindless rage of chaos. They crawl swiftly upon four legs, but are unable to fly, for they possess no wings. Two great heads hang upon two long necks, colored black, blue, green, red, or white; each different or the same. Their bodies mimic their heads, whichever is greater coming to dominate their bodies’ color so that where the necks meet the body is one of the colors of the head. But the underside of these beasts is always black, stained with the shadows of their mother’s home. Their tails are long, snaking from their bodies for 20 feet or more, ending in a whiplash of shadow-capped bone.

Unclean Children. These beastly creatures live simultaneously upon two planes, lying upon the threshold of the negative planes and the material. Offspring of Tiamat, the tuoth are born live and full-grown. As such they are not true dragons but possess many of the qualities of them.

Hateful. The tuoth possess an unending hunger for all things living. They hate life and devour it or destroy it whenever they can. As such, their lairs are blasted areas where no vegetation grows and the ground around them is filled with their foul breath. These wyrms rarely travel from the dwelling where they were birthed, digging into the ground and making holes of slag. They attack anything that comes with their sight or range.

Ravenous. They do not cherish things of the material world and do not horde treasures as other dragons do, but rather they devour it. The wealth lies in the shadows of their innards, eating at them, driving their rage. When slain and gutted, the treasure spills from within them.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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