Gargantuan Dragon, Neutral Evil
Armor Class 26 (natural armor)
Hit Points 682 (32d20 + 252)
Speed 55 ft., Climb 55 ft., Fly 90 ft., Swim 70 ft.
STR
30 (+10)
DEX
22 (+6)
CON
29 (+9)
INT
22 (+6)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws DEX +14, CON +17, WIS +12, CHA +14
Skills Intimidation +15, Perception +16, Stealth +13
Damage Immunities Necrotic, Psychic
Condition Immunities Petrified
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 29
Languages Common, Draconic, Dwarvish, Elvish, Telepathy
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

Actions

Multiattack. 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: +17 to hit, reach 15 ft., one target. Hit: 41 (4d10 + 10) piercing damage plus 22 (6d6) necrotic damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 27 (4d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 38 (4d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 28 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.

Necrotic Breath (Recharge 5–6). The dragon exhales a necrotizing cloud in a 90-foot cone. Each creature in that area must make a DC 28 Dexterity saving throw, taking 108 (32d6) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon 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 dragon 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 24 Dexterity saving throw or take 32 (4d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Psychic Pulse. The calico dragon targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 46 (8d6) psychic damage.

Sever Psychic Link. The calico dragon targets a creature within 120 feet of it with which it has a psychic link. The calico ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.

Mythic Actions
If the calico dragon's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Psychic Pulse.

Rampage. The calico dragon makes two attacks: one with its tail and one with its breath weapon.

Psychic Growth (Costs 2 Actions). Each creature within 10 feet of the calico dragon must make a DC 25 Dexterity saving throw, taking 13 (3d8) slashing damage on a failed save, or half as much damage on a successful one. Until the start of its next turn, the calico dragon gains a +2 bonus to AC.

Description

The odor of death and decay surrounds a calico dragon, whose swept-forward horns and beard-like growth on its chin define its silhouette. Its iguana-like snout vents black smoke at all times, and its eyes dance with eldritch green light when it is angry.

Lair and Lair Actions

A Calico Dragon’s Lair

Calico dragons lair in high mountains, deep forests or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with deep caverns and protected areas are the most highly prized calico dragon lairs, creating hazards that hinder intruders and allowing its mazes of tunnels to keep others away from a dragon as it sleeps.

With its hoard well protected deep within the lair, a calico dragon spends as much of its time outside the mountain as in it. For a calico dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

Lair Actions

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

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius fountain of black ichor. Each creature in the fountain’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Black, oozing fountains form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The walls of the maze shift every 12 minutes.
  • Water sources within 1 mile of the lair are supernaturally warm.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Shadowfell.

If the dragon dies, these effects fade over the course of 1d10 days.

Monster Tags: TitanPsionic

Habitat: CoastalForestHillMountainSwamp

MalGrimjaw

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