Gargantuan Dragon, Lawful Neutral
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., fly 80 ft., swim 40 ft., burrow 100 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
30 (+10)
WIS
25 (+7)
CHA
15 (+2)
Saving Throws STR +18, DEX +10, CON +17, INT +18, WIS +15, CHA +10
Skills Arcana +15, History +20, Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Immunities Fire, Force, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned, Unconscious
Senses Blindsight 120ft, Darkvision 120 ft., Truesight 120ft, Passive Perception 30
Languages All, Common, Draconic
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The dragon can breathe air and water.

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

True Legend. All effects caused by the Dragon ignore 'legendary resistance'

 

 
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

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

Tail. Melee Weapon Attack: +17 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 24 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.

Draconic Breath. The dragon uses any breath weapon from any Ancient Dragon.

Searching Breath. The dragon exhales gas in a 90-foot cone. 1 creature in that area of Aaldrakon's choice must succeed on a DC 30 Wisdom Saving throw or Aaldrakon enters its soul. While in this state, the creature is incapacitated and Aaldrakon can take an action to either deal 40 psychic damage or learn everything the creature knows.

Reactions

Command of the Dragon God: Aaldrakon forces an attacking Dragon to make a DC 25 Wisdom check. On a failure the Dragon is charmed by Aaldrakon. Every 24 hours the Dragon can make a DC 30 Wisdom check to end the condition, but after 72 straight hours of being charmed both the Dragon and Aaldrakon killed as a fully formed new Aaldrakon burst out of its corpse, with the memories of the previous ones intact.

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.

Lair and Lair Actions

Aaldrakon’s Lair

Aaldrakon makes its lair in Iolas, a citadel made from pure willpower amid the Elemental Chaos

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 20 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: ForestMountain

Samuel_of_the_mills

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