Khazzax the Everchanging (5e Creature)

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Khazzax the Everchanging[edit]

Gargantuan dragon, chaotic evil

Armor Class 24 (natural armor)
Hit Points 715 (30d20 + 400)
Speed 80 ft., fly 120 ft.

20 (+5) 23 (+6) 20 (+5) 25 (+7) 16 (+3) 26 (+8)

Saving Throws Str +14, Dex +15, Con +14, Int +16, Cha +17
Skills Acrobatics +15, Animal Handling +12, Arcana +16, History +16, Insight +12, Medicine +12, Nature +16, Perception +12, Sleight of Hand +15, Stealth +15, Survival +12
Damage Vulnerabilities necrotic
Damage Resistances cold, fire
Damage Immunities Radiant
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic
Challenge 30 (155,000 XP)

Iridescent Scales. The dragon's scales glow in the dark, and may allow him to turn invisible in the light

Spellcaster. He is a 20th level spellcaster. His spellcasting ability is charisma (spell save DC: 25, spell attack bonus: +16) He has the following sorcerer spells prepared (no material components required):

Cantrips (at will): Light, Firebolt, Ray of Frost

1st Level (4 spell slots): Detect Magic, Disguise Self, Magic Missile, Witchbolt

2nd Level (3 spell slots): Darkness, See Invisibility, Scorching Ray, Suggestion

3rd Level (3 spell slots): Dispel Magic, Daylight, Fireball, Lightning

4th Level (3 spell slots): Dominate Beast, Polymorph

5th Level (3 spell slots): Animate Object, Dominate Person, Cone of Cold

6th Level (2 spell slots): Chain Lightning, Sunbeam

7th Level (2 spell slots): Firestorm

8th Level (1 spell slots): Sunburst

9th Level (1 spell slots): Gate

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.


Multi Attack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (3d20 + 9) Radiant damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 34 (4d10 + 8) Slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 56 (4d20 + 8) Bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet ofthe dragon and aware of it must succeed on a DC 20 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 the dragon's Frightful Presence for the next 24 hours.

Light Breath (Recharge 5-6). The dragon exhales a beam of sunlight or moonlight in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) radiant damage and 29 (6d8) fire or cold damage on a failed save, or half as much damage on a successful one.


The Khazzax the Everchanging can take 4 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. The Khazzax the Everchanging regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 24 (2d10 + 12) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Light Pulse (Costs 3 Actions) The dragon pulses with sunlight or moonlight. Each creature in a 25 ft radius must make a DC 23 dexterity saving throw. On a successful save it takes half damage, on a failed save it takes 22 (2d20 + 2) radiant damage and 29 (6d8) fire or cold damage, and is blinded.

Khazzax the Everchanging was once a normal wizard. He used a slayer device to become a dragon and hid the device so they couldn't control him. When the other mages tried to imprison him he killed them and hid. Soon after the Rending happened and he became changed.

His damage type switches depending on whether it is day(fire), or night(cold)

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