Gargantuan Dragon, Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 40 ft., Fly 80 ft., Swim 80 ft.
STR
24 (+7)
DEX
18 (+4)
CON
22 (+6)
INT
22 (+6)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +11, CON +13, WIS +11, CHA +10
Skills History +9, Perception +14, Persuasion +10, Stealth +6
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 24 (62,000 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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 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 18 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:

Boiling Water Breath. The dragon shoots out boiling water in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 13d6 fire damage, 12d6 force damage, and being pushed back 20 feet on a failed save, or half as much damage and push on a successful one.

Steam Breath. The dragon shoots out boiling hot steam in an 30 ft. cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 13d6 fire 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.

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 22 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

The dragon has skin made of coral that grows on it in it's hibernations. They're most recognizable by their thin head, perfect for swimming. The dragon loves to be alone with it's treasure, but if disturbed it will not automatically kill the approaching creature. If the creature respects the power of the dragon, then it may even get gifts. However, if not treated with respect, the dragon may kill the approaching creature. The dragon lives underwater and has waterbreatheing, but it hates fish for food, so it hunts on land.

Lair and Lair Actions

A Coral Dragon’s Lair

A coral dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.

Lair Actions

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

  • A strong current flows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Flames are extinguished. 
  • A cloud of murky water about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.

Regional Effects

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

  • Images of Large or smaller monsters haunt the seas within .5 miles of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
  • Whenever a creature with an Intelligence of 7 or higher comes within 30 feet of a water source within .3 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.

If the dragon dies, effects fade immediately.

Habitat: Underwater

ExoLatteGamer

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