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Taint, the Dragon of Scalenovia - AI-generated fantasy Monster

Taint, the Dragon of Scalenovia

Taint was once the youngest of seven dragons sworn to guard Scalenovia, a desert kingdom built around a miraculous underground river. When the kingdom fell, Taint remained behind to protect its people and its sacred seal. Centuries later, the dragon discovered that the seal was not imprisoning an outside demon. It was slowly feeding that demon through the kingdom's buried aquifer. Taint tried to contain the breach and was infected by the same force. The dragon now believes that every traveler who reaches the ruins is a potential carrier of the corruption. Its cruelty is real, but so is the fragment of its original oath that still resists the darkness.

HugeDragon(Fire)CR CR 10LE

Taint, the Dragon of Scalenovia

dragondesertguardiancorruptedfirenegative energysandstormScalenoviaunique
HP17d12+85AC+17SPDBurrow 20 ft., Fly 120 ft. (average), Land 40 ft., Swim 20 ft.CR10AppraiseBluffFlyKnowledge (arcana)Knowledge (history)Knowledge (local)PerceptionSense MotiveSpellcraftSurvival
STR
29
DEX
18
CON
29
INT
16
WIS
17
CHA
16
Corrupted Draconic Weapons. Taint's natural attacks are treated as magic weapons for the purpose of overcoming damage reduction.
Frightful Presence. Creatures within 180 feet that have fewer Hit Dice than Taint and can see or hear it must succeed at a Will save or become shaken for rounds. A creature with 4 or fewer Hit Dice becomes panicked instead. A creature that successfully saves is immune to Taint's frightful presence for 24 hours.
Desert Sovereignty. Taint ignores difficult terrain caused by sand, rubble, and loose stone. It can move through sand as though it were normal ground and can burrow without leaving a tunnel.
Elemental Corruption. Taint's scales grant it immunity to fire and resistance to cold, acid, and electricity. It is also immune to paralysis, sleep, negative levels, and magical aging.
Eclipsed Breath. When Taint is in direct sunlight, its fire and negative energy breath weapon leaves behind a 10-foot-radius patch of blackened sand that functions as difficult terrain for 1 minute.
Ancient Guardian's Resilience. Taint has a 50 percent chance to ignore extra damage from critical hits and sneak attacks, as though it possessed fortification.
Eyes of the Black Dune. Taint can see perfectly through its own sandstorm and through any sand or dust created by its abilities. It gains concealment against creatures more than 30 feet away while inside such an area.
Warden of Scalenovia. Taint can use detect magic, detect poison, and read magic at will. It can also cast speak with animals three times per day, but only with desert animals and vermin.
Melee. Melee bite +25 ( plus grab), 2 claws +20 (), 2 wings +20 (), tail slap +20 ().
Breath Weapon. Taint exhales a 40-foot cone of black-gold sand and necrotic heat. Creatures in the area take points of fire and negative energy damage, Reflex half. A creature that fails its save is also sickened for rounds. The breath weapon cannot be used again for rounds.
Sand-Swallowing Bite. Taint makes a single bite attack against a creature at least one size category smaller than itself. If the attack hits, the target is grappled and takes points of Constitution damage each round until it escapes or Taint releases it.
Burial Dune. As a standard action, Taint causes a 20-foot-radius area of loose sand within 120 feet to erupt into grasping dunes. Creatures in the area must succeed at a Reflex save or become entangled and partially buried. A buried creature is entangled and cannot move until it succeeds at a Escape Artist or Strength check. The area remains difficult terrain for 1 minute.
Scalenovian Sandstorm. Once per day, Taint can create a 60-foot-radius sandstorm centered on itself. The storm lasts for 10 minutes, providing concealment beyond 5 feet and total concealment beyond 30 feet. Ranged attacks through the storm have a 50 percent miss chance, and exposed flames are extinguished.
Silent Spellcasting. Taint may cast any prepared spell with a verbal component without speaking. Instead, the spell manifests as a low rumble beneath the sand.
1st level
alarmabjuration Creates a magical trap that alerts Taint when a creature crosses its boundary.
2nd level
arcane eyedivination Creates a nearly invisible magical sensor that Taint can use to observe distant locations.
3rd level
siroccoevocation Creates a wall of blowing sand that obscures vision and damages creatures passing through it.
4th level
control windstransmutation Creates a powerful windstorm that can hinder flight and scatter clouds, gases, and loose objects.
5th level
mage's magnificent mansionconjuration Creates a permanent extradimensional shelter that Taint uses as a hidden sanctum beneath the ruins.
6th level
wall of stoneconjuration Creates a powerful magical barrier that blocks passage and protects a sealed chamber.
7th level
forcecageevocation Creates a magical barrier that can seal the corrupted aquifer or imprison intruders.
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