The Ducks of the Feywild
The ducks of the Feywild are amongst the most ferocious creatures in the realms. Distantly related cousins of dragons that migrated into the Feywild long ago, they adopted much of its chaotic energy into their essence over time. Feared amongst the fey as much as amongst roaming adventurers, anyone that has the misfortune of stumbling upon one of these creatures in a bad mood should run for their lives, as angry ducks are not to be bargained with.
Gargantuan dragon, chaotic neutral
Armor Class 22 (Natural Armor)
Hit Points 546 (28d20+252)
Speed 40 ft., fly 60 ft., swim 80 ft.
Saving Throws Dex +7, Con +16, Wis +9, Cha +13
Skills Intimidation +13, Perception +16, Stealth +7
Damage Immunities Acid
Damage Resistances Fire, Lightning, Poison, Cold
Condition Immunities Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 26
Languages Common, Draconic, Sylvan, Elvish
Challenge 24 (62,000 XP)
Legendary Resistance (3/Day). If the duck fails a saving throw, it can choose to succeed instead.
Multiattack. The duck can use its Frightful Presence. It then makes three attacks: one with its bite and two with its stomp.
Peck. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: (2d10+10) bludgeoning damage plus 4d6 fire(1), lightning(2), poison(3) or cold(4) damage. The damage type is determined randomly each time by rolling a d4.
Stomp. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d10+10) bludgeoning damage, and the target is knocked prone. If the target is prone, it instead takes 4d10+10 bludgeoning damage.
Frightful Presence. Each creature of the duck's choice that is within 120 feet of the duck and aware of it must succeed on a DC 21 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 duck's Frightful Presence for the next 24 hours.
Prismatic Breath (Recharge 5-6). The duck exhales chaotic energy in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw. For each target, roll a d8 to determine which effect affects it.
Red. The target takes 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 91 (26d6) acid damage on a failed save, or half as much damage on a successful one.
Yellow. The target takes 91 (26d6) lightning damage on a failed save, or half as much damage on a successful one.
Green. The target takes 91 (26d6) poison damage on a failed save, or half as much damage on a successful one.
Blue. The target takes 91 (26d6) cold damage on a failed save, or half as much damage on a successful one.
Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of the duck’s next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
The Ancient Duck can take 3 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 Ancient Duck regains spent legendary actions at the end of their turn.
Detect. The duck makes a Wisdom (Perception) check.
Peck. The duck makes a peck attack.
Wing Attack (Costs 2 Actions). The duck beats its wings. Each creature within 15 ft. of the duck must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The duck can then fly up to half its flying speed.