Gargantuan Dragon, Neutral Good
Armor Class 24 natural armor
Hit Points 1532 (1532d20)
Speed 160 ft., Walk 60 ft., Swim 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
24 (+7)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +19, DEX +9, CON +19, INT +16
Skills Arcana +13, Athletics +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Blinded, Charmed, Frightened, Grappled
Senses Blindsight 30ft, Truesight 120ft, Passive Perception 24
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Spellcasting. The Ancient Astral Dragon is a 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +16 to hit with spell attacks). 

Cantrips (All at will*): Dancing Lights, Mage Hand, Magic Stone, Spare the Dying, Fire Bolt, Shocking Grasp, Acid Splash, Poison Spray

1st level (5 slots): Detect Magic*, Detect Evil and Good*, Bane, Command, Comprehend Languages, Thunderwave

2nd level (4 slots): Blur*, Alter Self*, Misty Step*, Darkness, Blindness/Deafness, Invisibility, Scorching Ray, See Invisibility, Zone of Truth

3rd level (4 slots): Spirit Guardians*, Tongues*, Beacon of Hope, Counterspell,  Dispel Magic, Remove Curse, Slow, 

4th level (4 slots): Dimension Door*, Banishment**, Confusion, Greater Invisibility

5th level (3 slots): Contact Other Plane*, Dreams*, Dominate Person, Greater Restoration, Mass Cure Wounds, Wall of Force

6th level (3 slots): Forbiddance*, Guards and Wards, Heal, 

7th level (2 slots): Plane Shift*, Prismatic Spray*, Reverse Gravity*, Regenerate, Resurrection, 

8th level (2 slot): Demiplane*, Antimagic Field, Power Word Stun, Sunburst 

9th level (1 slot): Astral Projection*, Gate*, Imprisonment**, Mass Heal, Meteor Swarm, Prismatic Wall, Time Stop, True Resurrection, Wish

 
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: 20  (3d7+12) piercing damage.

Claw. Melee Weapon Attack: +18to hit, reach 10 ft., one target. Hit: 16 (3d6 + 12) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 18 (3d8 + 12) bludgeoning damage

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one

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.

Reactions

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

 

Amphibious. The dragon can breathe air and water.

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 + 12) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

after it's ascension into higher intellect from the prestigious teachings and magics of Armaros, its ancient status has become a staple for all metallic dragons to follow and has become a legend/myth in of itself. The mix breed is a bronze scaled, quadruped behemoth with a ~100m wingspan with extremely jagged spines that protrude from the back of the creature and the sides of the ribcage. The scales are almost like flaps that allow for an innate shift in texture to allow the creature to camouflage within any environment on command. The creatures wings are based on hardy bronze scales and bone that spiderweb into the extended aqua blue wing membranes that reach the estimated wingspan. The skull and facial features are also menacing, with intense razor sharp teeth and spines that almost give an appearance of a sharp fohawk, also has extended wing membrane under the jaw line that allows the creature to extend into dewlaps that are similarly colored aqua blue. The tail extends to an abnormal length and has extremely sharp spines on the end coming from every direction that can be used as a piercing weapon. The creatures eyes are have deep black slits in the center with a silver iris with cracks of intense blue. ID also has intense horns that are thicker and extend upwards to about half the head in length.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be defend until the end of its next turn.
  • The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.

    • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
    • Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues.
    • 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.

    If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: Coastal

JujuSeraph

Comments

Posts Quoted:
Reply
Clear All Quotes