Gargantuan Dragon, Lawful Neutral
Armor Class 25 (natural armor)
Hit Points 481 (26d20 + 208)
Speed 40 ft., Burrow 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
13 (+1)
CON
23 (+6)
INT
20 (+5)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws DEX +8, CON +13, WIS +10, CHA +13
Skills Athletics +14, Persuasion +12
Damage Immunities Bludgeoning
Condition Immunities Blinded
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 20 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.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-­-foot cone. Each player inside the cone must make a DC 20 Dexterity save or take 18d6 damage, half that if they succeed. 

Ice Breath (Recharge 5-6). The dragon exhales ice in a 90 foot cone. Each player inside the cone must make a DC 20 Dexterity save or take 16d6 damage and be slowed for 3 turns, half that damage and ignore the slowing effect if they pass.

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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Earth dragons are usually found in deserts, also sometimes being found in mountains. They love to collect rocks. Meet an earth dragon, and it will invite you to see its rock collection, talking for hours about how it got each individual rock. They are neutral to blue and copper dragons, but get along extremely well with brass dragons. They have both fire and ice as a breath weapon, and their scales are nearly impossible to break. The social ladder of earth dragons is whoever has the most (or best) rocks in the area. Earth dragons are super friendly, but if you steal a rock and refuse to give it back, they will attack with ruthless force. They eat most forms of desert life. They only use fire breath during the day and ice breath at night.

Lair and Lair Actions

 

Earth dragons like to dig holes in giant rocks or mountainsides. They love to collect rocks and show off their collections to others.

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:

  • Pointed stones rise from the ground in a 30 foot circle. Those inside the circle must make a DC 27 Dexterity save or take 12d6+6 damage.
  • The dragon covers itself in rock, gaining 3 AC for 3 turns.
  • The dragon kicks up a sandstorm, blinding all players in the lair until the end of their next turn 

 

Habitat: DesertHillMountain

DancingKitty349

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