Lothrem, the Wreathed Dragon
The Griffon's Saddlebag: Book Two p. 350 (Third Party)
- Size
- Gargantuan
- Type
- dragon
- Alignment
- lawful neutral
- AC
- 22 (natural armor)
- Hit Points
- 546 (28d20+252)
- Speed
- walk 40 ft., fly 80 ft., swim 40 ft.
- Saving Throws
- Dex +11, Con +17, Wis +14, Cha +15
- Skills
- History +12, Insight +22, Nature +12, Perception +14, Persuasion +15, Stealth +11
- Senses
- blindsight 60 ft., darkvision 120 ft.
- Passive Perception
- 24
- Languages
- Common, Draconic, Druidic
- Challenge
- 25
Traits
Proficiency Bonus
+8
Legendary Resistance (1/Day)
If Lothrem fails a saving throw, they can choose to succeed instead.
recharge
1/DAY
Nature's Restoration
Lothrem regains 10 hit points at the start of their turn if they have at least 1 hit point. If they are in sunlight, they instead regain 20 hit points.
Actions
Multiattack
Lothrem can use their Frightful Presence. They then make three attacks: one with their bite and two with their claws.
Bite
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 5 (1d10) lightning damage.
Claw
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.
Tail
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.
Frightful Presence
Each creature of Lothrem's choice that is within 120 feet of Lothrem and aware of them must succeed on a DC 23 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 Lothrem's Frightful Presence for the next 24 hours.
Ensnaring Breath
Lothrem exhales enriching breath on the ground in a 120-foot line that is 10 feet wide, causing a thick wall of tangled, thorny bush to magically grow in the area. The wall is 20 feet high and blocks line of sight. Each creature in the area must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 63 (14d8) piercing damage and is restrained in the wall. On a successful save, the creatures takes half as much damage and isn't restrained. The wall remains until the end of Lothrem's next turn, at which point it withers and disappears. A creature restrained in the wall or one that is within 5 feet of the creature can use its action to make a DC 19 Strength check, freeing the creature on a success. For the duration, the area is difficult terrain, and when a creatures moves into or within the area, it takes 9 (2d8) piercing damage for every 5 feet it travels.
recharge
D5
Change Shape
Lothrem magically polymorphs into a humanoid or beast that has a challenge rating no higher than their own, or back into their true form. Lothrem reverts to their true form if they die. Any equipment Lothrem is wearing or carrying is absorbed or borne by the new form (Lothrem's choice). In a new form, Lothrem retains their own alignment, hit points, hit dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom and Charisma scores, as well as this action. Lothrem's statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
Legendary Actions (3/Turn)
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lothrem regains spent legendary actions at the start of their turn.
recharge
3/TURN
Detect
Lothrem makes a Wisdom (Perception) check.
Tail Attack
Lothrem makes a tail attack.
Wing Attack (Costs 2 Actions)
Lothrem beats their wings. Each creature within 10 feet of Lothrem must succeed on a DC 24 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. Lothrem can then fly up to half their flying speed.
Lair Actions Categoría: lair
On initiative count 20 (losing initiative ties), Lothrem takes a lair action to cause one of the following effects:
- Each creature of Lothrem's choice within 60 feet of them gains the effect of the sanctuary spell. This effect lasts until initiative count 20 on the next round.
- Lothrem casts wind wall, without material components.
- Lothrem chooses a point on the ground that they can see within 120 feet of them, causing grasping weeds and vines to sprout from the ground in a 30-foot radius centered on that point. For 1 minute, the area is under the effects of the entangle spell. This effect ends early if Lothrem uses this lair action again or if they die.
Regional Effects Categoría: lair
The region containing Lothrem's lair is warped by their draconic magic, which creates one or more of the following effects:
- Each creature that has the ability to cast at least one spell can cast the druidcraft cantrip at will while within 6 miles of Lothrem's lair.
- The weather within 6 miles of the lair is substantially affected by Lothrem's current state of mind (see Lothrem's Mood & Weather table).
Ivy and other vines are prevalent on stone structures within 1 mile of Lothrem's lair, reinforcing the structures and protecting them against the elements. In addition, while Lothrem is within their lair, grass and flowers continuously growth underneath them, as if under the effects of the druidcraft spell.
Other data
description
Initially a frightened and orphaned hatchling, Lothrem has grown in a curious manner. Now a full-sized and fully capable ancient dragon, their wisdom and natural magic are mighty indeed, shaping their appearance and the very weather above their hidden Warrens lair. More in tune with nature than a typical gold dragon, Lothrem has verdant green scales, and grass and flowers grow from their back and the outside of their wings. They have elk-like antlers that wrap around their head, seeming to form a natural and regal crown. When they beat their wings, the air smells sweet like a forest glen, and bits of leaves and grass swirl about. Unfortunately, the years of protection and isolation have not been kind to Lothrem, and for the last 500 years, they have been overcome with a bout of sadness and acute pain each day, resulting in a consistent drizzling rainfall above. Perhaps release, even a temporary one, from this gilded cage would resolve the matter, but the Circle is unwilling to break tradition and endanger the city.