Gargantuan Dragon, Neutral Good
Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +8, CON +14, WIS +10, CHA +11
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
Damage Immunities Force
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) force damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 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.

Air Breath (Recharge 5–6). The dragon exhales air, creating strong and magic-imbued winds, in a 90-­-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (22d6) force damage on a failed save, or half as much damage on a successful one.

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.

Description

Sapphire dragons rever knowledge and study, merely for knowledge's sake. Their hoards, more than often, include ancient tomes and books they enjoyed, and they'd rather have a deep discussion about their favourite topics than fight against someone in its lair.

Lair and Lair Actions

 

Sapphire Dragons, once when they still lived amongst mortals, were dragons who loved to study and learn. Keen for knowledge and studying, they were happy to live wherever but enjoyed the vast fields where they could watch nature at distance. They enjoyed contact to civilisation and were often friends of settlements, protecting them in exchange for knowledge. They liked to study things, including magic, and were prone to studying the arcane or history.

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:

  • Creatures within 10ft of the dragon must make a DC 20 Strength saving throw or be pushed 20ft into a direction of the dragon's choice.
  • The lair casts Dispel Magic, using the dragon's spellcasting ability or Intelligence if needed.
  • Within 120ft. of the dragon of its choice, an anti-magic zone appears and lasts until the next lair action is activated.

Regional Effects

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

  • The sky is much more prone to being clear at night, and the stars appear to shine brighter. Similarly, light sources radiate for another 5ft and Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
  • Each day, at dawn, a random creature within 1 mile of the lair of the dragon is affected by the Awaken. They are friendly to the dragon.

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

Habitat: GrasslandMountainUrban

The_Dice_Dragon

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