Gargantuan Dragon, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 277 (40d12 + 18)
Speed 20 ft., Fly 50 ft.
STR
25 (+7)
DEX
18 (+4)
CON
18 (+4)
INT
21 (+5)
WIS
20 (+5)
CHA
8 (-1)
Saving Throws STR +15, CON +12, INT +13
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Necrotic
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Truesight, Passive Perception 16
Languages Draconic, Undercommon
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Innate Spellcasting. The Dragon's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring only verbal components: 

At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

Magic Weapons. The Dragon's weapon attacks are magical.

Shielded Mind. The Dragon is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Multiattack The Dragon can make 3 attacks one with its bite 2 with it's claw

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.The target must succeed on a DC 14 constitution saving throw or be poisoned for 24 hours Until this poison ends.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Necrotic Breath  The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature takes 10d12 necrotic damage., its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

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

 

#3 per day: If the dragon fails a saving throw, it can choose to succeed instead.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

HalfOrcBarbarianBestCharacter

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