Monster
Themberchaud
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Dragon
- Size
- Huge
- Armor class
- 19 (natural armor)
- Hit points
- 256 (19d12 + 133)
- Speed
- Walk 40 ft., Climb 40 ft., Fly 80 ft.
- Challenge rating
- 17
- Alignment
- Chaotic Evil
- Strength
- 27
- Dexterity
- 10
- Constitution
- 25
- Intelligence
- 16
- Wisdom
- 13
- Charisma
- 21
- Passive Perception
- 23
- Saving Throws
- dex: +6; con: +13; wis: +7; cha: +11
- Skills
- perception: +13; stealth: +6
- Senses
- blindsight 60 ft., darkvision 120 ft.
- Languages
- Common, Draconic
- Immunities
- fire
Traits
Legendary Resistance (3/Day)
If Themberchaud fails a saving throw, it can choose to succeed instead.
Actions
Multiattack
Themberchaud can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence
Each creature of Themberchaud's choice that is within 120 feet of Themberchaud and aware of it must succeed on a DC 19 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 Themberchaud's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6)
Themberchaud exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire 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
Detect
Themberchaud makes a Wisdom (Perception) check.
Tail Attack
Themberchaud makes a tail attack.
Wing Attack (Costs 2 Actions)
Themberchaud beats its wings. Each creature within 10 feet of Themberchaud must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Themberchaud can then fly up to half its flying speed.