|Huge Dragon, lawful neutral|
Armor Class 20 (natural armor)
Hit Points 337 (25d12 + 175)
Speed 40 ft., fly 80 ft., swim 60 ft.
|26 (+8)||22 (+6)||24 (+7)||10 (+0)||19 (+4)||14 (+2)|
Saving Throws Agi +13, End, +14, Wil +11, Per +9
Skills Perception +18, Stealth +13
Damage Immunities cold, fire
Senses darkvision 120 ft., passive Perception 28
Languages Dovahzul, Tamrielic
Magic Resistance. The revered dragon has advantage on saving throws against spells and other magical effects.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage, plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail Whip. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 17 Willpower 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.
Dragon Shouts (Recharge 5-6). The dragon uses one of the following dragon shouts:
Elemental Breath (Frin Krah Su). The dragon chooses to exhale either a gout of flames or a burst of ice in a 90-foot cone. Each creature in that area must make a DC 22 Agility saving throw, taking 49 (13d6) fire or cold damage on a failed save, or half as much on a successful one.
Elemental Fury (Su Grah Dun). The dragon’s voice imbues itself with the speed of the wind. For the next minute, on each of its turns, the dragon can make one additional attack with its claws when it uses its multiattack feature. The dragon also gains 1 additional Legendary Action each round.
Disarm (Zun Haal Viik). The dragon uses its voice to create a shout in a 60-foot cone that defies steel. Every creature within the cone must make a DC 22 Strength saving throw. On a failed save, the creature is unable to keep a grip on any object it is holding in its hands and the object is thrown back 20 feet. On a successful save, the creature continues to hold on to the objects in their hands, but they have disadvantage on any rolls made using the object, such as weapon attacks, until the end of their next turn.Unrelenting Force (Fus Ro Dah). The dragon exhales a blast of force in a 60-foot cone. Each creature in that cone must make a DC 22 Strength saving throw. On a failed save, a creature takes 28 (8d6) force damage, is knocked back 20 feet and falls prone. On a successful save, the creature takes takes half as much damage and isn’t knocked back.
Detect. The dragon makes a Willpower (Perception) check.
Tail Attack. The dragon makes a tail whip attack.Wing Thrash (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Agility saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed.
Found In: Enemies of Elsweyr
With their flat ridges and frills that run from the top of their heads down the the end of their broad tails, revered dragons have a distinct look, appropriate for their status.
A revered dragon is embellished with majestic scales of brilliant purple and orange, and bright glowing purple eyes. The horizontal ridges that run the entire length of their bodies have hard, overlapping scales that provide exceptional protection. Revered dragons are often worshiped by cultists, as their regal form and extraordinary power draws the attention of mortals who look to bask in their mighty potential and influence.
A Revered Dragon's Lair
Revered dragon’s make their homes in locations that are either difficult to find or out-of-the-way to get to, where they can live without interference. Most find themselves on mountain peaks, mistshrouded islands, cave complexes behind sparkling waterfalls, or ancient ruins. Dragon cultists can often be found camped nearby or even living within a revered dragons lair.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Time becomes extremely volatile at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must succeed on a DC 15 Willpower saving throw or suffer from the effects of time. A creature that fails their save must roll a d6. On a result of 1 to 3 the creature’s age is reduced by 1d10 years. On a roll of 4 to 6 the creature’s age increases by 1d10 years. These effects are permanent and can only be reversed by a greater restoration or wish spell.
- The dragon glimpses the future, and it gains advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- Nullifying magic bursts out from a point the dragon can see within 120 feet of it. Any magical effect in a 20-foot radius centered on that point is dispelled as though a 5th level dispel magic spell had been cast on it. For each spell effect of 6th level or higher, make an ability check with the dragon’s Willpower modifier (+4). The DC equals 10 + the spell’s level. On a successful check, the spell ends.
The region containing a revered dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever a creature that can understand language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
- Time moves unpredictably within 6 miles of the dragon’s lair. Traveling through the area can take longer than it seems or time may not pass at all, which is up to the DMs discretion. Taking a long rest while within this area has a 50 percent chance to last 1d6 days, instead of 8 hours. This time difference is imperceptible while within the area.
- Images of Large or smaller creatures seem to haunt the area within 1 mile of the dragon’s lair. These illusions move and appear real, but are actually instances from the past or future that seem to replay at random. The illusions can do no harm and a creature that examines an image from a distance can tell that it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
If the dragon dies, these effects fade over the course of 1d10 days.