Johanna

Johanna, the Primeval Golden Dragon

Size: Gargantuan Dragon
Alignment: Lawful Good
AC (Armor Class): 30 (Natural Armor)
HP (Hit Points): 1,500 (20d20 + 800)
Speed: 60 ft., fly 200 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 30 (+10) 28 (+9) 30 (+10)

Saving Throws: Dex +10, Con +20, Wis +18, Cha +20
Skills: Perception +18, Insight +18, Persuasion +20, Stealth +10, History +16
Damage Immunities: Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Blindsight 120 ft., Darkvision 240 ft., True Sight 120 ft., Passive Perception 38
Languages: All, telepathy 240 ft.
Challenge: 30 (155,000 XP)

Special Traits

  • Divine Presence: Any creature that starts its turn within 120 feet of Johanna must succeed on a DC 25 Wisdom saving throw or be charmed or frightened (Johanna's choice) 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.
  • Regal Majesty: Johanna can't be affected or detected by spells of 6th level or lower unless she wishes to be. She has advantage on saving throws against all other spells and magical effects. This advantage cannot be canceled by a disadvantage condition unless originating from another god-like creature or a deity.
  • Ancient Wisdom: Johanna can cast any divination spell at will, without needing material components.
  • Mother of Dragons: Johanna can communicate and command all dragons within a 10-mile radius telepathically. She can summon any dragon type (up to a total CR of 50) once per day, with summoned dragons being completely loyal to her.

Actions

  • Multiattack: Johanna can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
  • Bite: Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 36 (2d20 + 15) piercing damage plus 21 (6d6) fire damage.
  • Claw: Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 28 (2d12 + 15) slashing damage.
  • Tail: Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 32 (2d10 + 20) bludgeoning damage.
  • Fire Breath (Recharge 5–6): Johanna exhales fire in a 120-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
  • Divine Fire (3/Day): Johanna unleashes a burst of divine fire in a 60-foot radius around her. Each creature in that area must make a DC 25 Dexterity saving throw, taking 70 (20d6) radiant damage on a failed save, or half as much damage on a successful one. This fire does not harm the innocent or pure of heart, as determined by Johanna.

Johanna's Spell List

Johanna's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Johanna can innately cast the following spells, requiring no material components:

At Will

  • Detect Magic: Perceives magical auras within a visible distance.
  • Prestidigitation: Performs minor magical tricks.
  • Light: Creates a bright light that illuminates her surroundings.
  • Mage Hand: A spectral hand appears to manipulate objects.
  • Fire Bolt: Launches a bolt of fire at a target.

3/day each

  • Control Weather: Changes the weather in the local area, which can be particularly thematic for her desert domain.
  • Teleport: Instantly transports herself and others across vast distances.
  • Wall of Fire: Creates a wall of fire that can encircle or protect her.
  • Divine Word: A powerful spell that can banish, deafen, blind, or kill creatures.
  • Mirage Arcane: Alters the appearance of the desert landscape over a vast area.
  • Sunburst: Bright flashes of light that blind and damage foes.

1/day each

  • Wish: The ultimate spell, allowing her to alter reality within certain limits.
  • True Resurrection: Brings the dead back to life without any penalties.
  • Meteor Swarm: Calls down a storm of meteors to devastate her enemies.
  • Time Stop: Stops time for everyone but herself for a brief period.
  • Storm of Vengeance: Calls forth a massive storm that rains destruction over a large area.

Custom Spells

  • Dragon's Dominion (Custom, 1/day): Johanna exerts her will over dragons and dragonkin, compelling them to obey her commands for a certain duration unless they succeed on a Wisdom saving throw.
  • Sands of Time (Custom, 3/day): Manipulates the flow of time around a target or area, slowing down enemies or hastening allies.
  • Divine Decree (Custom, 1/day): Johanna issues a command that is nearly impossible to resist, bending the wills of creatures or altering the state of reality to her desire, similar in power to Wish but with a focus on authority and command.
  • Aura of the Primeval (Custom, 1 reaction, At will): When a successful spell of level 5 or lower (either DC fail or successful attack role or being within a AoE spell) that affects Johanna, she may reflect the spell back on the caster. For AoE spells, this moves the center point of the attack to the caster, if that doesn't remove Johanna for the area of effect, the spell moves further away until it is no longer affecting Johanna while keeping the caster in the effect.

Legendary Actions

Johanna can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Johanna regains spent legendary actions at the start of her turn.

  • Detect: Johanna makes a Wisdom (Perception) check.
  • Tail Attack: Johanna makes a tail attack.
  • Wing Attack (Costs 2 Actions): Johanna beats her wings. Each creature within 15 feet of her must succeed on a DC 25 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Johanna can then fly up to half her flying speed.
  • Cast a Spell (Costs 3 Actions): Johanna casts a spell from her list of spells known, without expending a spell slot or material components.
  • Choose to Live (Costs 5 Actions): Johanna, when struck with a mortal blow, spell, or effect, chooses to instead live. She teleports to her lair and the Healing Light lair action is triggered.

Legendary Resistance (3/Day)

If Johanna fails a saving throw, she can choose to succeed instead.

Lair Actions

On initiative count 20 (losing initiative ties), Johanna can take a lair action to cause one of the following effects; Johanna can't use the same effect two rounds in a row:

  • Healing Light: Johanna or one creature she chooses within 120 feet of her regains 200 hit points.
  • Divine Shield: Johanna or one creature she chooses within 120 feet of her gains a +5 bonus to AC and saving throws until the next round.
  • Judgment of the Ancients: Johanna calls down a column of divine fire on a point she can see within 1 mile of her. Each creature in a 60-foot radius centered on that point must make a DC 25 Dexterity saving throw, taking 70 (20d6) radiant damage on a failed save, or half as much damage on a successful one.