Huge Dragon, Any Good Alignment
Armor Class 25 (natural armor)
Hit Points 275 (18d12 + 128)
Speed 50 ft., Burrow 30 ft., Fly 100 ft.
STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +7, CON +11, WIS +7, CHA +10
Skills Perception +12, Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Radiant
Condition Immunities Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Adamantine Attacks. The dragons bite, claw, and tail attacks ignore resistance to bludgeoning, piercing, and slashing damage. Additional, the bite, claw, and tail attacks crit on a 19 or 20.

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: +14 to hit, reach 10 ft., one target. Hit: 18 (3d10 + 9) piercing damage plus 5 (1d10) radient damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (6d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (4d8 + 9) 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 19 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.

Radiant Breath (Recharge 5–6). The dragon Releases a beam of Light in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. In addition, if a creature fails the constitution save, it is blinded for 1 minute. Creatures can repeat the save at the end of each of its turn to end the effect. 

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 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 16 (3d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Adamantine dragons make their lairs in areas of volcanic activity, using their vicious claws to carve out ashen caverns and tunnels beneath the old volcano's.

Earthquakes rage around a legendary adamantine dragon’s lair, and narrow tubes lined with glassy obsidian ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.

 

Habitat: Mountain

LawfulGoodPaladin

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