Gargantuan Dragon (Titan), Chaotic Neutral
Armor Class 14 natural armor
Hit Points 633 (32d20 + 13)
Speed 40 ft., Swim 60 ft.
STR
30 (+10)
DEX
12 (+1)
CON
26 (+8)
INT
13 (+1)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws STR +19, CON +17
Damage Resistances Psychic
Damage Immunities Cold, Fire
Condition Immunities Charmed
Senses Blindsight 120 feet, Darkvision 60 feet, Passive Perception 16
Languages Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/day) If the bewilderbeast fails a saving throw, it can choose to succeed instead.

Siege Monster. The bewilderbeast does double damage to objects and structures.

Colossal. The bewilderbeast controls a space of 40 by 40 feet.

Fight Another Day. If the bewilderbeast takes damage that would reduce it to 0 hit points while it is at 25 hit points or fewer, it uses all its movement to escape. This movement does not provoke opportunity attacks.

 

Actions

 Multiattack. The bewilderbeast makes four attacks: one with its bite, two with its claws, and one with its tusks.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the bewilderbeast can't bite another target. 

Claws. Melee Weapon Attack: +18 to hit, range 5 ft., 1 target. Hit: 14 (2d8 + 6) slashing damage.

Devour. The bewilderbeast makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the bewilderbeast, and it takes 56 (10d8) acid damage at the start of each of the bewilderbeast's turns.If the bewilderbeast takes 60 damage or more on a single turn from a creature inside it, the bewilderbeast must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all devoured creatures, which fall prone in a space within 10 feet of the bewilderbeast. If the bewilderbeast dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. 

Freezing Breath (Recharge 5-6). The bewilderbeast casts cone of cold without requiring components.

Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Tusks. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 32 (4d10+ 10) piercing damage.

 

Legendary Actions

The bewilderbeast can take 3 legendary actions, choosing from the options below. It can't use the same legendary action twice in a row, and only at the end of another creature's turn.

Blizzard Breath(Costs 2 Actions). The bewilderbeast exhales a storm of frost. Five adjacent 40-foot cubes are filled with huge spires of ice. Creatures in the area must succeed on a DC 25 Constitution saving throw or take 10d10 cold damage and be restrained. On a success, they take half as much damage and aren't restrained. They can try to get out by melting or otherwise destroying the ice. Each 10-foot section of ice has AC 12, 30 hit points, immunity to cold damage, and vulnerability to fire.

Alpha's Roar (1/day) The bewilderbeast lets out an earsplitting roar. All creatures of the dragon type within 1 mile of the bewilderbeast are charmed. They take the shortest available path to an unoccupied space within 50 feet of the Bewilderbeast. Creatures that cannot hear, such as those affected by the deafened condition, are immune to this effect. They attack on the same initiative and are hostile towards the same creatures as the bewilderbeast. Hatchling dragons, such as a Wyrmling or Young dragon, are also unaffected. This effect lasts for 1 hour. Even dragons normally immune to being charmed are affected. 

Impale. The bewilderbeast makes one tusk attack. 

 

Description

The bewilderbeast, known as the King of Dragons, is a colossal dragon the size of a mountain that lives in the icy seas of the frozen north. Unlike most of its dragon kin, it cannot fly, due to its inadequate wingspan for carrying its huge bulk; instead, it uses these wings as huge fins.

The Great Alpha. They are usually snowy white, but with a huge frill like a snow-covered pinecone. It is the alpha of any nest, and gentle and good-hearted by nature. However, it can become terrible if provoked or imprisoned, exhaling huge waves of frost that can consume whole villages in reams of greenish spikes of ice, or wiping out whole armies with its massive tusks. It can literally control the minds of other dragons, which protect it in turn.

Protectors, Not Fighters. Their nests are havens for dragons of all shapes and sizes, especially ones that have nowhere else to go. Rare humans with a special bond with dragons can become part of the nest as well. Interestingly, the Bewilderbeast is unable to control the hatchling dragons in its nest, so they are some of the few immune to its control.

Heart of the Wild. Like all dragons, the Bewilderbeast hates to be imprisoned or enslaved, and it often sends allies to free dragons trapped by hunters. It has been known, on occasion, to join the assault itself, covering the area with its icy breath. On the rare occasions that these dragons meet, the very earth itself shakes from the crushing blows of the two titans.

Lair and Lair Actions

The bewilderbeast lives in the freezing north, and the area it chooses as a nest become a safe haven for dragons of all kinds. A Bewilderbeast encountered in its lair has a challenge rating of 35 (170, 000 XP)

Lair Actions

On initiative count 20 (losing initiative ties), the bewilderbeast takes a lair action to cause one of the following effects; the bewilderbeast can’t use the same effect two rounds in a row:

  • The bewilderbeast directs its forces against intruders. A group of 1d6 dragons, chosen at random from those nearest to the targets, attack anyone who attacks the bewilderbeast for the next 2 rounds.
  • A group of Changewings hide in the vegetation, seemingly changing the landscape. If a hostile creature passes within 10 feet of one, they attack.
  • The ground rumbles under your feet. Up to five creatures on the ground of the bewilderbeast's choosing must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Regional Effects

The region containing a legendary bewilderbeast’s lair is changed by the Alpha's presence, which creates one or more of the following effects:

  • In the area, usually a huge cavern, where the Bewilderbeast lives, and about 1 mile around, there is a drastic increase in the number of dragons, wyverns, and other creatures of the dragon type.
  • The inside of its nest is full of lush vegetation, due to the heat of the fire-breathing dragons warming it.

If the Bewilderbeast dies, these effects fade over the course of 1d4 months.

Habitat: Arctic

Sunfyre

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