Gargantuan Dragon, Unaligned
Armor Class 25 (natural armor)
Hit Points 660 (40d12 + 400)
Speed 40 ft., Fly 80 ft., Swim 40 ft., Burrow 40 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
2 (-4)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +5, WIS +19, CHA +19
Damage Vulnerabilities Psychic
Damage Resistances Damage from Spells
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The dragon can breathe air and water.

Innate Spellcasting (Psionics). 

The dragon's innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no components: 

  • at will as a bonus action: cone of cold, fireball, crown of stars, sunbeam, chain lightning, maelstrom, destructive wave

  • 3/day each: storm of vengeance, ravenous void, prismatic spray, Invulnerability, power word pain, finger of death, disintegration, meteor swarm

Mindless power:

The dragon can mantain concentration on 2 spells at the same time and does not roll concentration saves from any kind of damage other than psychic, which it rolls at a disadvantage

 Legendary Resistance (5/Day). 

If the dragon fails a saving throw, it can choose to succeed instead.

 Spider Climb. 

The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

 Tunneler. 

The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake.

Actions
Multiattack. 

The dragon can use its Frightful Presence. It then makes four melee attacks, one with its bite, two with its claws and one with its tail. alternatively it can replace its bite and tail attack with its breath weapon

 Bite. 

Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 7 (2d6)  damage of any elemental kind.

 Claws. 

Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.

 Tail. 

Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 23 (3d8 +10) bludgeoning damage.

 Frightful Presence. 

Each creature of the dragon's choice that is within 150 feet of the dragon and aware of it must succeed on a DC 25 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.

 MultiBreath (Recharge
6). 

The dragon exhales a cloud of magic energy in a 60-foot-cone. Each creature in that cone must make a DC 25 Constitution saving throw. On a failed save, the creature takes 105 (30d6) damage and gets one level of exaustion until the end of its next turn. On a successful save, the creature takes half as much damage and does not get one level of exaustion . if a creature with one level of exaustion fails a save again against this breath weapon they won't lose one by the end of this turn, instead they will lose all of them at the same time the next time they pass the save

when a creature is hit by this breath weapon they must roll a d10 o determine the damage type

 1 radiant

2 fire

3 necrotic

4 cold

5 thunder

6 lightning

7 poison

8 acid

9 force 

10 psychic

 

Bonus Actions

Innate Spellcasting (Psionics). 

The dragon's innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no components: 

  • at will as a bonus action: cone of cold, fireball, crown of stars, sunbeam, chain lightning, maelstrom, destructive wave

Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
  • Tail Attack. The dragon makes a tail attack.

  • Telekinetic Fling. The dragon chooses a Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 29 Dexterity saving throw or take 15 (4d6) bludgeoning damage.

  • Teleport (Costs 2 Actions). The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

Lair and Lair Actions

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 targets a creature within 120 feet of it that can hear it. The creature must succeed on a DC 20 constitution saving throw or be stunnef by the dragon until initiative count 20 on the following round.
-The dragon chooses a section of stone up to 15 feet in any dimension. The section becomes difficult terrain until initiative count 20 on the following round.
-A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 20 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 20, 50 hit points, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies.

Regional Effects
The region surrounding a legendary amethyst dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

-No plant life grows the area within 6 miles of the lair and any plant planted within the area will quickly wither and die.
-Natural stone within 6 miles of the lair grows plentiful crystal formations and amethyst gemstone veins, particularly underground.
-Natural stone within 6 miles of the lair becomes a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no components, targeting any natural stone formation in that region.

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shendi

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