Monster
Galazeth Prismari
Outside your table’s allowed sources
Official reference · SCC · 2014
- Creature type
- Dragon
- Size
- Gargantuan
- Armor class
- 21 (natural armor)
- Hit points
- 402 (23d20 + 161)
- Speed
- Walk 40 ft., Fly 80 ft.
- Challenge rating
- 23
- Alignment
- Chaotic Neutral
- Strength
- 26
- Dexterity
- 14
- Constitution
- 25
- Intelligence
- 18
- Wisdom
- 20
- Charisma
- 26
- Passive Perception
- 22
- Saving Throws
- dex: +9; con: +14; wis: +12; cha: +15
- Skills
- acrobatics: +16; arcana: +18; perception: +12; performance: +22
- Senses
- blindsight 120 ft.
- Languages
- Common, Draconic
- Resistances
- lightning
- Immunities
- cold, fire
Traits
Legendary Resistance (3/Day)
If Galazeth fails a saving throw, he can choose to succeed instead.
Actions
Multiattack
Galazeth makes one Bite attack and two Claw attacks.
Bite
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 13 (1d10 + 8) piercing damage plus 5 (1d10) lightning damage.
Claw
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) slashing damage. If the target is a Large or smaller creature, it is knocked prone.
Dancing Elements Breath (Recharge 5–6)
Galazeth exhales a blast of flames and ice in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, gaining no benefit from cover (other than 3) and taking 38 (7d10) fire damage and 38 (7d10) cold damage on a failed save, or half as much damage on a successful one.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Claw
Galazeth makes one Claw attack.
Lightning Flash (Costs 2 Actions)
Galazeth moves up to half his flying speed without provoking opportunity attacks. When he passes within 15 feet of a creature during this move, that creature must succeed on a DC 22 Dexterity saving throw or take 11 (2d10) lightning damage. A creature can take this damage no more than once during the move.
Flowing Creation (Costs 3 Actions)
Galazeth magically summons 1d4 elemental mascots in unoccupied spaces he can see within 60 feet of himself. The art elementals obey his commands and take their turns immediately after his. Any creature, other than an art elemental, takes 5 (1d10) cold, fire, or lightning damage (Galazeth's choice) if it ends its turn within 5 feet of one or more of these elementals. When one of these elementals drops to 0 hit points, Galazeth can fly up to 20 feet without provoking opportunity attacks. These elementals disappear after 10 minutes, when Galazeth dies, or when he uses this action again.
Galazeth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
1/day each: control water, gust of wind, wall of stone