Jheraar "Oreo" Wyrmchild

by DarthDecisive

Search GM Binder Visit User Profile


Jheraar "Oreo" Wyrmchild

Huge Dragon (Chromatic), Neutral Evil


  • Armor Class 19
  • Hit Points 239 (19d12+114)
  • Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft.
  • Initiative +14

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 22 (+6) 19 (+4) 13 (+1) 19 (+4)

  • Saving Throws Dexterity +8, Wisdom +7
  • Skills Arcana +10, Insight +7, Perception +13, Stealth +8
  • Damage Resistances Acid, Cold, Psychic
  • Condition Immunities Charmed, Frightened
  • Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23
  • Languages Common, Draconic, telepathy 120 ft.
  • Challenge 17 (18,000 XP)
  • Proficiency Bonus +6

Traits

Amphibious. Jheraar can breathe air and water.

Ice Walk. Jheraar can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost her extra movement.

Legendary Resistance (3/Day, or 4/Day in Lair). If Jheraar fails a saving throw, she can choose to succeed instead.

Magic Resistance. Jheraar has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Jheraar makes three Rend attacks. She can replace one attack with a use of her At Will Spellcasting, or two attacks with a use of her 1/Day spellcasting.

Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 2d6 + 6 Slashing damage plus 1d4 Acid damage plus 1d4 Cold damage.

Acetic Acid Breath (Recharge 5-6). Jheraar exhales a line of glacial acetic acid that both freezes and burns on contact. Dexterity Saving Throw: DC 20, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 8d6 Acid damage plus 7d6 Cold damage. Success: Half damage.

Spellcasting. Jheraar casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):

At Will: Detect Magic, Detect Thoughts, Fear, Speak with Dead, Melf's Acid Arrow (level 3 version), Rime's Binding Ice (level 3 version)

1/Day: Ice Storm, Psychic Lance, Vitriolic Sphere

Bonus Actions

Change Shape. Jheraar magically transforms into any creature that is Medium or Small, while retaining her game statistics (other than her size). This transformation ends if she is reduced to 0 hit points or uses her action to end it.

Reactions

Psionic Backlash. Intelligence Saving Throw: DC 18, one creature casting a spell within 60 feet of her. Failure: 1d4 Psychic damage for each level of the spell. If the save fails by 5 or more, the pain causes the caster to falter. The spell dissipates with no effect, and the actions used to cast it are wasted. If that spell was cast with a spell slot, the slot isn't expended. Success: Half damage.

Legendary Actions

Pounce. Jheraar moves up to half her Speed, and she makes one Rend attack.

Spellcasting. Jheraar uses Spellcasting to cast one of her At Will spells. Alternatively, she uses two Legendary Actions to cast one of her 1/Day spells. She cannot cast the same spell again until the start of her next turn.

Psychic Roar (Costs 3 Actions). Jheraar lets out a psychically-enhanced roar that instills a deep, inexorable terror. Wisdom Saving Throw: DC 20, creatures of Jheraar's choice within 90 feet of her. Failure: 7d6 psychic damage and the creature is Frightened for 1 minute. If the save fails by 5 or more, the creature is Stunned instead, and while Stunned in this way, has vulnerability to Psychic damage. A creature can repeat this save at the end of its turn, ending the condition on a success. Success: Half damage and no conditions.

Lair Actions

Bloody Ice Strike. Jagged shards of frozen blood fall from the ceiling. Ranged Attack Roll: +10, range 120 ft. Hit: 2d6 Piercing damage and the target begins bleeding, taking 1d6 Necrotic damage at the beginning of each of its turns until it regains hit points.

Grasping Gore. Bloody pools surge forward to drown invaders. Strength Saving Throw: DC 18, any creature on the ground within 20 feet of all pools of blood within 120 feet of Jheraar. Failure: The creature is pulled up to 20 feet into the blood and knocked prone. A creature fully submerged in the blood is Blinded and takes 2d6 Necrotic damage at the beginning of each of its turns. Success: No effect.

No Escape. Jheraar uses her psionic abilities to lock a creature in place through sheer force of will. Charisma Saving Throw: DC 18, one creature within 120 ft. Failure: The target's speed is reduced to 0, and it can't teleport, shift planes, or be moved, teleported, or shift planes by others. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Success: No effect.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.