Huge Dragon, Lawful Good
Armor Class 22 natural armor
Hit Points 494 (22d20 + 176)
Speed 40 ft., Fly 120 ft., Walk 40 ft.
STR
30 (+10)
DEX
16 (+3)
CON
27 (+8)
INT
16 (+3)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws STR +17, CON +15, CHA +14
Skills History +17, Intimidation +24, Perception +28, Religion +31, Stealth +16
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 60 feet, Darkvision 90 feet, Tremorsense 120 feet, Passive Perception 27
Languages Celestial, Common, Draconic, Dwarvish, Undercommon
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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

Stone Camouflage. The dragon Dexterity (Stealth) checks made to hide in rocky terrain. 

Obvious Leadership. All other dragonkin automatically fail Charisma (Intimidation) checks towards the dragon. 

Shattering Demise. When the Adamantine dragon is killed it explodes into razor-sharp spikes of adamantine. Treat the area where these spikes hit the ground like a spike growth zone that does 3d8 piercing damage (This damage is magical).

 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite or tail and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit:  3d10 + 10 piercing damage. 

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:  3d6 + 10 slashing damage.

TailMelee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit:  3d8 + 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 22 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 saving throw is successful or the effect ends for it, the creature is immune to the dragons Frightful Presence for the next 24 hours. 

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

Time Stop Breath. The dragon exhales Time Stop in a 30-foot cone. Each creature in that area is subjected to the effects of the Time Stop spell.

Negative Energy Breath. The dragon exhales a deadly black mist of negative energy in a 40-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much on a successful on. If the Mist kills a target and they failed their constitution saving throw the dragon can choose to raise them as a skeleton or zombie under the dragon's control, otherwise their body but not their possessions crumble to dust. If a target is a plant creature or a magical plant, it makes the saving throw with disadvantage.If a nonmagical plant that isn't a creature, such as a tree or a shrub is in the area of effect it simply withers and dies. Any undead in the area of effect heal 4d10 hp

Reactions

Adamantine dragons have advantage on opportunity attacks made while in dim light or darkness

Legendary Actions

Adamantine Dragons 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 creatures 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 22 Dexterity saving throw or take 3d6 + 10 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Adamantine dragons treat their territories as their personal fiefdoms, ruling over all creatures within. Although they demand obedience and respect at all times, they also take their duty as "ruler" seriously, protecting their subjects (or at least the obedient ones) from attack.

Most adamantine dragons dwell in the Underdark, in lairs filled with great caverns and twisting tunnels. The central lair has ledges or chambers at multiple heights. with at least two or three means of egress large enough for the dragon's bulk.

If Underdark (or at least underground) "kingdoms" aren't available, adamantine dragons lair in rocky mountain ranges, making their homes in caves surrounded with the comforting weight of rock. These adamantine dragons sometimes come into conflict with the equally territorial blue dragons that dwell in high, storm-shrouded mountains.

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:

  • Adamantine spikes appear in a 60-foot circle centered on a point the dragon can see within 120 feet. A creature that starts its turn in this area takes 2d10 piercing damage.  
  • The dragon causes tremors in the ground in a 60-foot radius. All creatures in this area must make a DC 25 Strenght saving throw or be knocked prone.

Regional Effects

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

  • Gems and crystals within a 2-mile radius of the dragon's lair reform within 2d4 days after being mined. 
  • Rocks within a 6-mile radius take on a shiny surface. Creatures can make a DC 25 Wisdom (Insight) check to see if the rock has actual worth or just looks expensive.
  • All underground areas within a 1-mile radius are in total darkness except for the dragon's lair. 

If the dragon dies, these effects fade over the course of 1d12 months.

Previous Versions

Name Date Modified Views Adds Version Actions
10/4/2020 8:33:04 AM
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Coming Soon
10/11/2020 8:15:37 AM
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TheFASH1970

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