Gargantuan Dragon, Neutral
Armor Class 22 Natural Armor
Hit Points 546 (28d20 + 252)
Speed 80 ft., Walk 40 ft., Swim 40 ft.
STR
30 (+10)
DEX
12 (+1)
CON
29 (+9)
INT
20 (+5)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +9, CON +17, WIS +12, CHA +13
Skills Arcana +13, History +13, Insight +12, Perception +20, Stealth +9
Damage Immunities Lightning, Thunder
Senses Blindsight 60ft., Truesight 120ft., Passive Perception 30
Languages All
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The Imperial Dragon can breathe air and water. 

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

Truespeak. The dragon can communicate with any living creature as if they shared a language.

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 21). The dragon can innately cast the following spells, requiring no spell components to cast:

  • At will: control water, fog cloud, gust of wind, stinking cloud
  • 3/day each: cloudkill, controll weather
  • 1/day each: legend lore, storm of vengence
Actions

Multiattack. The dragon can use its Mesmerizing 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: 21 (2d10 + 10) piercing damage. 

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Mesmerizing Presence. Each creature of the dragon's choice within 120 feet of it must succeed on a DC 24 Wisdom saving throw or become charmed by the dragon for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on a success. If a creature's saving throw succeeds or the effect ends for it, it is immune to the dragon's Mesmerizing Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lighting in a 120-foot line that is 10 feet wide. Each creature in that line must succeed a DC 25 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much on a successful one. 

Change Shape. The imperial dragon magically polymorphs itself into a humanoid or beast htat 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 carrying is absorbed or borne by its new form (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 can be used at a time and only at the end of another creature's turn. The dragon regains its 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.

Cast a Spell (Costs 3 Actions). The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal.

 

Lair and Lair Actions

Imperial dragons live deep underwater, typically in large rivers, lakes, and seas. While some live in simple caves, most construct great palaces of coral and kelp. These magnificent structures contain areas where air-breathing creatures can live without discomfort, and the palaces of the oldest dragons are filled with menageries, bathhouses, and even entire libraries of rare and esoteric texts.

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 causes a bolt of lightning to strike a point it can see within 120 feet of it. Each creature within 5 feet of that point must succeed a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage or half damage on a successful one.
  • The dragon calls coral to surround one creature it can see within 120 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained. While restrained in this way, the creature takes 10 (3d6) slashing damage at the start of each of its turns. A creature, including the target, can take its action to free the target by succeeding on a DC 15 Strength check. The coral can also be damaged and destroyed (AC 10; HP 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage).. The coral crumbles when the dragon uses this lair action again or when the dragon dies.
  • A whirl of water or wind appears on a point the dragon can see within 120 feet of it and disappears just as quickly. Each creature within 30 feet of that point must succeed a DC 15 Strength saving throw or be pulled up to 25 feet towards that point and be knocked prone.

Regional Effects

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

  • The dragon's mood affects the weather and water within 6 miles of its lair. When the dragon is calm or sleeping, the sky is clear and the water still. When the dragon is angry or troubled, the sky is filled with storm clouds and the water becomes choppy.
  • Fish and other marine life become more numerous within 3 miles of the dragon's lair.
  • Pearls within 1 mile of the dragon's lair are imbued with healing magic. If a harvested pearl is crushed into a powder and then consumed, it provides the benefits of a potion of healing.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: CoastalUnderwater

TylarwithanA

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