Gargantuan Dragon, Neutral
Armor Class 22 (natural armor)
Hit Points 598 (31d20 + 272)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
24 (+7)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +10, CON +17, WIS +10, CHA +14
Skills Arcana +15, Perception +9, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Radiant
Condition Immunities Blinded
Senses Blindsight 60 ft., Truesight 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

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

Timestop Immunity. If a spellcaster or otherwise uses time stop or a similar ability within 300ft. of the dragon, it has no effect, unless the dragon allows it to.

Light. The dragon radiates bright light in a 30ft. radius, and dim light for a further 30ft.

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: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 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.

Beam Breath (Recharge 5–6). The dragon exhales intense blue light in a 120-foot long, 5 foot wide line. Each creature in that area must make a DC 24 Dexterity saving throw, taking 46 (13d6) radiant damage and 46 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Spellcasting. The dragon is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The dragon can cast true polymorph and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify

2nd level (3 slots): detect thoughts, mirror image

3rd level (3 slots): counterspell, lightning bolt

7th level (1 slot): plane shift

9th level (1 slot): time stop

Meld into Halfspace (Bonus Action, Recharge 4-6). The dragon becomes part incorporeal until the end of its next turn. During this time it can move freely through objects and creatures and has immunity to bludgeoning and piecing damage. If the dragon ends its move inside an object/creature and has no charges of this ability, it and the object/creature it is inside take 10d12 (70) bludgeoning damage each, and both are considered restrained until the dragon uses this ability again.

 

Reactions

Timewarp (1/day). The dragon undoes a recent event in time. The round resets to the start of the initiative order, undoing the effects of any actions taken during the round (death, damage etc.) and all creatures except the dragon must succeed a DC 25 Arcana check or take the same action as they did before (even if that is now impossible). The dragon itself can take a new action and moves to the top of the initiative order. It can take this reaction immediately after another creature (friend or foe) makes an action, unless it is killed or knocked unconscious by the effects of that action.

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 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Spell (Costs 2 Actions). The dragon casts a spell that it knows and has spell slots for, or uses its Meld into Halfspace.

Description

Quantum Wyrms consider themselves the custodians of time. They appear very rarely in the Overplanes whenever powerful wizards or artifacts interrupt the flow of time against their wishes. They immediately destroy the source of the disturbance and then begin repairs upon the "fault" in time, using methods beyond mortal comprehension to restore the "natural" order of events.

Creatures of radiance and magesty, Quantum Wyrms emit light of a specific frequency. The frequency increases as they age, with the oldest dragons being off the visible spectrum. The youngest wyrmlings are red, then they shift through yellow, green, cyan, blue and finally ultraviolet. The ultraviolet wyrms cannot be seen by normal means, making them incredibly deadly. Rather than the traditional elemental breath of chromatic and metallic dragons, quantum dragons can focus their light emission into a powerful beam of energy from their mouth, like a laser weapon.

The wyrms have little concern for anything other than time, but their draconic heritage makes them inclined toward hoarding wealth. They can sometimes be bribed, but will never alter time, for any price. The powerful spells that older wyrms know are sometimes sought out by foolish adventurers.

All Quantum Wyrms have some control over time, but the eldest are most proficient. Cyan, Blue and especially Ultraviolet wyrms can warp time, leaving behind indications of what was that are so subtle only their kin and mages of immense power can recognise that anything happened at all. This makes them almost unkillable in groups, as they can undo the deaths of their peers and change the course of events.

The soul plane is the residence of all Quantum Wyrms and they can travel there using their magical abilities. They often move between the material realm and 'halfspace', a place that is both real and unreal, where they can move through objects.

Blue wyrms are the scond eldest generation of Quantum Wyrm. They are incredibly powerful and have been known to level cities in pursuit of their unknown motives.

Habitat: HillMountain

AutomatedMiner

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