Gargantuan Dragon, Any Lawful Alignment
Armor Class 24 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
28 (+9)
Saving Throws DEX +10, CON +17, WIS +11, CHA +17
Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 26 (90,000 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.

radiant absorption should the dragon take radiant damage they can instead heal a number of hit points equal to the damage they would have taken.

 

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.

Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

gem encrusting breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 dexterity saving throw or have disadvantage on dexterity-based attack rolls,dexterity checks, and dexterity saving throws 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 they fail to end the effect they take 3d4 necrotic damage as gems grow through their body.

 

Reactions

slicing gems 

as a reaction to becoming the target of melee attack,the dragon can give the attack disadvantage.If the attack still hits the attacker takes 3d6 slashing damage.

 

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

A Gold Dragon’s Lair

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

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 glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • gems grow from the ground up in a 30ft cone.This area is difficult terrain and if a creature becomes prone in the area they take 2d6 piercing damage

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:

  • creatures in the area become filled with greed and gluttony
  • 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 chaotic creatures are near the dragon or other non-chaotic 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: UnderdarkUrban

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