Gargantuan Dragon, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 450 (24d20 + 160)
Speed 40 ft., Climb 40 ft., Fly 80 ft., Burrow 60 ft., Swim 80 ft.
STR
27 (+8)
DEX
20 (+5)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws STR +15, DEX +12, CON +14, INT +12, WIS +10, CHA +14
Skills Deception +11, Perception +17, Stealth +8
Damage Resistances All
Damage Immunities Acid, Lightning
Condition Immunities Charmed, Frightened, Paralyzed, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (4/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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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.

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

Caustic Breath (Recharge 5-6): The dragon exhales sodium chloride in a 90 foot cone. Each creature in that area must make a DC21 Dexterity saving throw, taking 70 (20D6) acid damage on a failed save or half as much on a successful one. Additionally, creatures who fail the save will notice that the breath attack rapidly rusts any non-magical ferrous items worn or carried by the affected creature. Weapons take a cumulative -1 penalty to damage rolls. If it’s penalty drops to -5, the weapon is destroyed. Metal armour takes a permanent -1 to the AC it offers. Armour reduced in this way to 10 or a shield that drops to a +0 bonus is destroyed.

 

Sodium Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature is Blinded can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

 

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 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A YELLOW DRAGON’S LAIR

Yellow dragons make their homes in shallow submarine tunnel systems, where air pockets within these systems provide enough hydration and air to produce the most rust. Alternatively, they dig these holes themselves in salt flats until they find pockets of salt water, deep beneath the earth. There they form immense crystal palaces from the salt that they breathe, adorned with rusting metal ornaments and treasures long since forgotten to time beneath the ocean or buried deep beneath the earth. Their palaces attract followings of sahuagin, tritons, sea elves and other curious creatures that call the sea their home. Once entrapped within, these creatures are driven mad by spiraling mazes and confusing traps set out by the dragon, who’s breath forges new crystalline tunnels to become lost in, or blocks up previously explored rooms. Eventually, once they reach the core of a yellow dragon’s lair; this beast will pit intruders against oneanother; leaving only one survivor…one deemed worthy to serve the dragon.

LAIR ACTIONS

On initiative count 20 (losing 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:

  • Pools of water that the dragon can see within 120 feet of it, surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it, causing a barrage of stalactites to rain down upon them. The creature must succeed on a DC15 Dexterity saving throw or take 10 (3D6) piercing damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC10 Strength check, ending the buried state on a success.

  • A massive salt crystal erupts from the ground at a point that the dragon can see, within 120 feet of it, creating a 20 foot high, 5 foot wide dagger of earth. Each creature in the area must make a DC15 Dexterity saving throw, taking 21 (6D6) piercing damage on a failed save or half as much on a success.

REGIONAL EFFECTS

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

  • Whirlpools and earth tremors are common within 6 miles of the dragon’s lair.

  • Water sources within 1 mile of the lair, even bottles of water carried from outside the perimeter become extremely salty, resembling sea water.

  • Crystalline walls fill the dragon’s lair. Each wall is 6 inches of thick salt, and a 10 foot section has 5AC 15 hit points, vulnerability to bludgeoning damage and immunity to acid, cold, fire, necrotic or poison damage. If the dragon wishes to move through the wall, it can do so without slowing down. The portion of the wall the dragon travels through is destroyed however.

If the dragon dies, these effects fade over the course of 1D10 days.

 

Habitat: CoastalDesertUnderwater

Renshin

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