{"name":"Yria, Dragon Matriarch","cr":"Good Luck","types":"Dragon, Greater God, Divine Being","size":"Gargantuan","languages":"Draconic, Common","alignment":"Lawful Good","description":"The mother of all dragons. Yrio's lover. Gave birth to Bahamut and Tiamat, and the first metallic and chromatic dragons.","suggestedenvironment":"","ac":"35","hitpoints":"780 [roll:100d12+180]","strength":"29","dexterity":"14","constitution":"28","intelligence":"30","wisdom":"30","charisma":"25","movement":"90","fly":"180","hover":"","burrow":"","swim":"","climb":"","senses":"Darkvision - 360 feet, Truesight - 240 feet, Passive Perception 50","skills":"[b]Automatic Success: [\/b]Religion, History\r\n[br]\r\n","savingthrows":"","damagevulnerabilities":"","damageresistances":"","damageimmunities":" Bludgeoning, piercing, and slashing from non-magical weapons.","conditionimmunities":"","spellcasting":"Yria is an extremely potent spellcaster. She knows the following spells and can cast them the indicated number of times and does not require material components or somatic gestures. Her spellcasting modifier is Wisdom. \r\n[br]\r\n[b]Cantrips:[\/b] [blocklink:95424], [blocklink:36683], [blocklink:15855], [blocklink:127938], [blocklink:1335], [blocklink:127842]\r\n[br]\r\n[b]1st (6 slots):[\/b] [blocklink:15898], [blocklink:15926], [blocklink:127850], [blocklink:56993], [blocklink:127852], [blocklink:1412]\r\n[br]\r\n[b]2nd (6 slots):[\/b] [blocklink:127892], [blocklink:15918], [blocklink:127853], [blocklink:1344], [blocklink:127795], [blocklink:127836]\r\n[br]\r\n[b]3rd (5 slots):[\/b] [blocklink:127875], [blocklink:127891], [blocklink:127972], [blocklink:127806], [blocklink:173738]\r\n[br]\r\n[b]4th (5 slots):[\/b] [blocklink:127969], [blocklink:127911], [blocklink:127871], [blocklink:1422], [blocklink:127793]\r\n[br]\r\n[b]5th (5 slots):[\/b] [blocklink:129479], [blocklink:127812], [blocklink:127813], [blocklink:128068], [blocklink:128059] \r\n[br]\r\n[b]6th (4 slots):[\/b] [blocklink:127856], [blocklink:128065], [blocklink:127976], [blocklink:127903]\r\n[br]\r\n[b]7th (4 slots):[\/b] [blocklink:128062]. [blocklink:127923], [blocklink:128058], [blocklink:127904]\r\n[br]\r\n[b]8th (3 slots):[\/b] [blocklink:127896], [blocklink:128053], [blocklink:127792]\r\n[br]\r\n[b]9th (3 slots):[\/b] [blocklink:128083], [blocklink:128084]\r\n[br][b]10th (2 slots): [\/b]","atwill":"","onceperday":"[b]Reinvigorate:[\/b] Yria unleashes a massive amount of divine energy, completely refilling her, and anyone she chooses in a 200 foot radius, spell slots, removing all conditions and fully healing all targets. Yria can cast this as a reaction.","twiceperday":"","thriceperday":"","specialabilities":"[b]Legendary Resistance[\/b] (15\/day): If Yria fails a saving throw, she can choose to succeed instead.\r\n[br]\r\n[b]God's Concentration:[\/b] Yria has had millennia of practice casting spells. She cannot lose concentration except by going unconscious.\r\n[br][b]Divine Being:[\/b] Gods are incredibly powerful beings. If the target of this god's actions, or the one targeting this god, also has Divine Being, this skill does not take effect. Otherwise, this god gains 35 AC and resistance to all damage types. Target's immunities and resistances are ignored. All attack rolls and saving throws get +35.\r\n[br]\r\n[b]Divine Healer:[\/b] At the start of every turn, Yria heals for 200 hit points and removes all status effects on herself.","actions":"[b]Magic Weapons[\/b]: All of Yria's attacks are magical.\r\n[br]\r\n[br]\r\n\r\n[b]Multiattack[\/b]: Yria makes four attacks; One with her bite, two with her claws and one with her tail.\r\n[br]\r\n[br]\r\n\r\n[b]Bite:[\/b] [i]Melee Weapon Attack[\/i]: Hit +9, Reach 15 feet, one target. On hit: 39 [roll:6d10 + 9] slashing damage. The target must make a Dexterity saving throw (DC 25) on a failed save, Yria picks up the target in her massive jaws, the target becomes grappled and takes 108 [roll:12d12+36] bludgeoning damage. On a successful save, the target takes none of the bludgeoning damage, but full slashing damage, and is not grappled. Yria cannot use this attack against a different target if she has a target currently grappled with this effect. If the target is Medium or smaller, Yria can move unimpeded. If the target is large, Yria's move speed is halved. If the target is garguantuan, Yria must make a DC 20 Strength check to move with half her movement speed.\r\n[br]\r\n[br]\r\n\r\n[b]Crunch:[\/b] [i]Melee Weapon Attack: Bonus Action:[\/i] Can only be used if the target is grappled using Bite. Crunch automatically hits. Crunch deals 267 [roll:40d12+27] bludgeoning damage.\r\n[br]\r\n\r\n[b]Claw [\/b]: [i]Melee Weapon Attack[\/i]: Hit +9, Reach 15 feet, one target. On hit: 84 [roll:25d6 + 9] slashing damage.\r\n[br]\r\n\r\n[b]Tail [\/b]: [i]Melee Weapon Attack[\/i]: Hit +9, Reach 25 feet, one target. On hit: 88 [roll:8d12+40][roll:4d8+10] piercing damage.\r\n[br]\r\n\r\n[b]Frightful Presence [\/b]: Each creature of Yria's choice that is within 240 feet of Yria and aware of her must succeed on a DC 40 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 creatures' saving throw is successful or the effect ends for it, the creature is immune to Yria's Frightful Presence for the next 24 hours.\r\n[br]\r\n\r\n[b]Rainbow Breath:[\/b] Each creature in a 60-foot cone in front of Yria makes a Dexterity saving throw (DC 24). On a failed save, they take 288[roll:12d12]\r\ndamage from each of the following types: Fire, Lightning, Acid, Cold. This action cannot be taken if Yria currently has a target grappled with Bite.","reactions":"\r\n[br]","legendaryactions":"Yria can take 25 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 unless otherwise stated. Yria regains spent legendary actions at the start of her turn.\r\n[br]\r\n\r\n[b](2 Actions) Absorbtion:[\/b] When Yria is attacked with a damaging spell roll a D20, on a successful save, the spell heals Yria instead of dealing damage. The DC for this save is twice the spells level minus 2.\r\n[br]\r\n\r\n[b](2 Actions) Bite:[\/b] Yria can her use bite attack, should it be available.\r\n[br]\r\n\r\n[b]Crunch:[\/b] Yria can use her Crunch attack, should it be available.\r\n[br]\r\n[b]Force Push:[\/b] Yria makes a spell attack against a target within 100 feet of her. If she hits, the target takes 90\r\n[roll:10d8 +50]\r\nforce damage. The target flies for up to 30 feet. If the target makes contact in the first 15 feet, they take 90\r\n[roll:10d8+50]\r\nbludgeoning damage. In the next 15 feet, target takes 45\r\n[roll:5d8 + 25]\r\nbludgeoning damage. If the target hits a wall at any point, they must make a Constitution saving throw (DC 19). On success, nothing happens. On fail, they fall prone.","lairdescription":"Yria's Lair is a temple dedicated to her. Her followers offer constant tributes and decorate the walls with pictures of her ","lairactions":"On initiative count 20 (losing ties) Yria takes a liar action. The lair action cannot be the same twice in a row.\r\n[br]\r\n[b]1:[\/b] cast [blocklink:128053] anywhere in the lair.\r\n[br]\r\n[b]2:[\/b] Yria calls down a cylinder 10 feet wide and extending from the floor 50 feet into the air of any of the following magical types. Any character that starts their turn or enters the cylinder must make a Dexterity saving throw. On a failed save, the character takes 45 [roll:5d12+10] of that elemental type. The cylinder lasts until the next lair action and can be any of the following types: cold, fire, radiant, lightning, acid, poison.\r\n[br]\r\n[b]3:[\/b] Yria casts [blocklink:128021]. This spell works as listed with minor changes. There can only be one simulacrum at a time, but using this action while another simulacrum is still active restores 15 hit points to the current simulacrum. Yria can control this simulacrum telepathically as a bonus action. Once the simulacrum is destroyed, this action cannot be cast until the following day. The simulacrum lasts until Yria dispels it as an action or it is reduced to 0 hits points.\r\n[br]","regionaleffects":"The region containing Yria has the following effects:\r\n[br]\r\n[b]1:[\/b] Good-aligned players notice what they need easier. They have a +3 to Wisdom (Perception) and Intelligence (Investigation) checks within 1 mile of Yria's lair.\r\n[br]\r\n[b]2:[\/b] Evil-aligned players have a harder time finding what they need. They have a -3 to Wisdom (Perception) and Intelligence (Investigation) checks within 1 mile of Yria's lair.\r\n[br]\r\n[b]3:[\/b] Weather around Yria's lair conforms to the needs of the Good-aligned entities within 3 miles of Yria's lair. This spell functions as a passive variation of [blocklink:127973]. The weather is always \"in season\". That is to say, in summer it is warm, in winter it is cold, etc. Any forced changes to the weather within this area of effect must make a DC 23 saving throw, or the spell slot is wasted and the spell has no effect. \r\n[br]","image":"","tabledata":"","tags":"Lawful, Good, Overpowered, Dragon","isShared":"on","templateId":"21","blockId":"242154"}