Gargantuan Dragon, Lawful Good
Armor Class 32 (natural armor)
Hit Points 2784 (64d20 + 640)
Speed 40 ft., Fly 80 ft., Climb 40 ft.
STR
30 (+10)
DEX
22 (+6)
CON
30 (+10)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws DEX +15, CON +19, WIS +16, CHA +19
Skills Insight +15, Perception +23, Religion +24, Stealth +14
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120 ft., Passive Perception 27
Languages All, Telepathy 1 Mile
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Prophetic. The dragon has advantage on saving throws.

Radiant Power. The dragon's claw, tail, and bite attacks are magical. When the dragon hits with an attack or spell, the attack deals an extra 10d8 radiant damage (included in the attack).

Divine Awareness. The dragon knows if it hears a lie.

Innate Spellcasting.The dragon's spell casting ability is Charisma (spell save DC 27). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, cure wounds, dawn, resurrection, plane shift, invisibility (self only)

3/day each: blade barrier, dispel evil and good, heal, flamestrike, greater invisibility

1/day each: commune, control weather

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: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 11) piercing damage plus 45 (10d8) radiant damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 11) slashing damage plus 45 (10d8) radiant damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 11) bludgeoning damage plus 45 (10d8) radiant 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 27 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.

Teleport. The dragon magically teleports, along with any equipment it is wearing or carrying, up to 270 feet to an unoccupied space it can see.

Healing Touch (4/Day). The dragon touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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

Radiant Breath. The dragon exhales light in a 120-foot line that is 10 feet wide. This light counts as sunlight. Each creature in that line must make a DC 27 Dexterity saving throw, taking 116 (21d10) radiant damage on a failed save, or half as much damage on a successful one.
Restricting Breath. The dragon exhales restricting gas in a 90-foot cone. Each creature in that area must succeed on a DC 27 Constitution saving throw or have disadvantage on Dexterity checks and Dexterity saving throws 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.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 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.

Description

Mithral dragons are natives of the Astral Sea and other divine and celestial planes, though they can be rarely found on the Material Plane. When a mithral dragon comes to the Material Plane it is to due Bahamut's bidding or to face a great evil directly. Mithral dragons are also immortal due to their celestial nature, and much like an angel can never truly die. If a mithral's physical body is destroyed its spirit returns to the side of Bahamut and they are reborn again. Mithral dragons also act as Bahamut's solars.

Nightmare of the Damned. A mithral dragon is feared by creatures such as devils, demons, and the undead, even more than these creatures fear solars. It is said that solars can make demon princes shrink away at its resonate command due to its celestial might, if that is true then a mithral dragon is what haunts these creatures in their most dreadful nightmares. It is also not uncommon for a mithral dragon to get somewhat bored and decide to go rampaging through the Nine Hells or the Abyss.

Bright Treasures. A mithral dragon's favored treasures that shine, glow, or are very reflective, such as glowing magic items and extremely well-polished metals, and its most valued treasure: mithral.

Lair and Lair Actions

A Gold Dragon’s Lair

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

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:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

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

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

Habitat: ArcticMountain

BalarRachi

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