Gargantuan Dragon, Neutral Good
Armor Class 22 (natural armor)
Hit Points 456 (22d20 + 225)
Speed 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
18 (+4)
CON
28 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws DEX +12, CON +17, WIS +10, CHA +15
Skills Arcana +11, History +11, Perception +16, Stealth +7
Damage Immunities Lightning, Radiant, Thunder
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 25 (75,000 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: 23 (2d12 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 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 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 dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Scalding Breath. The dragon exhales a blast of boiling hot water in an 80-foot line until it hits its target and the water sprays out into a 30-foot cone from where the water made an impact. Each creature in that area must make a DC 24 and 20 Constitution saving throw, taking 78 (12d12) fire damage from the hot water on the first failed to save, or half as much damage on a successful one. If it fails the second save the creature gains 1 point of Exhaustion

Static Breath. The dragon exhales a strange bolt of yellow electricity in a 90-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or take 19 (3d12) lightning damage and be paralyzed 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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.

Thunderous Roar (Costs 2 Actions). The dragon lets out a deep draconic roar that cracks like thunder and expels a knockback wave. Each creature within 15 feet of the dragon must succeed on a DC 25 Constitution saving throw or take 17 (2d6 + 10) thunder damage and be knocked prone. The dragon can then fly up to half its flying speed.

Control Storm (Cost 2 Actions). The dragon can use the storm clouds caused by its Lair Action to do one of the following effects.

  • The dragon can call three bolts of lightning from the cloud to strike three creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity 21 saving throw. The creature takes 6d8 lightning damage on a failed save, or half as much damage on a successful one.
  • For 1 round, gallows of heavy, thick rain comes down in sheets, making the terrain difficult and the area heavily obscured. The tempest rages, making ranged attacks impossible and severe distraction for concentrating on spells.

Lair and Lair Actions

A Riptide Dragon’s Lair

Riptide dragons make their homes in the seas, lakes, and rivers, making their lairs on secluded depths in bodies of water. They make themselves great shrines and palaces to hold their treasures, though some will even prefer to live near human civilizations. 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates deep black storm clouds that spur into the atmosphere within 120 feet of the dragon. These clouds last for three rounds and dissipate into gray storm clouds that rumble with thunder.
  • Whirpools of water begins to rise and place themselves beneath the feet of creatures in the dragon's lair. The water will rise into a mini hurricane in a 25-foot sphere around the creature and deal (1d10) bludgeoning damage until the creature moves out the area of effect. 

Regional Effects

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

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise, the effect is identical to the control weather spell.
  • Within 1 mile of the lair, there is gentle raining that occurs for a month without stopping once per year.
  • If there is a body of water nearby, the water becomes fresh and calm, unless the dragon is agitated, in which case the tides will be heavy on the beaches of oceans and lakes, while rivers churn unusually fast.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: CoastalUnderwaterUrban

Deviant_Teal

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