Gargantuan Dragon (Chromatic), Lawful Evil
Armor Class 22 (natural armor)
Hit Points 533 (26d20 + 260)
Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
21 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +10, CON +18, WIS +13, CHA +16
Skills Deception +16, Insight +13, Intimidation +16, Perception +21, Persuasion +16, Stealth +10
Damage Immunities Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 31
Languages Common, Draconic, Dwarvish
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Chromatic Awakening (Recharges after a Short or Long Rest). If yam would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, yam can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating yam after its Chromatic Awakening activates.

Amphibious. Yam can breathe air and water.

Legendary Resistance (4/Day). If yam fails a saving throw, it can choose to succeed instead.

Relentless Avenger. When yam hits a creature with an opportunity attack, yam can move up to half his speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Poison Affinity. When yam deals poison damage, yam can add his Charisma modifier (+8) to one damage die (included in the attack). Also, yam ignores resistance to poison damage.

Innate Spellcasting. Yam’s innate spellcasting ability is Charisma (spell save DC 23). The dragon can innately cast the following spells, requiring only verbal components.

At will: astral projection (self only), dragon's breath (poison only), hallow, poison spray (17th level), plane shift (self only)

1/day each: banishment, cloudkill, dimension door, haste, hold monster, invisibility, mass suggestion, plant growth, protection from energy, scrying, speak with animals

Unusual Nature. Yam doesn’t require food or drink.

Actions

Multiattack. Yam can use its Frightful 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 plus 21 (2d12+8) poison damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. Yam can have only one creature grappled this way at a time.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of yam's choice that is within 300 feet of yam and aware of it must succeed on a DC 23 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 yam's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5–6). Yam exhales poisonous gas in a 300-­-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 85 (22d6+8) poison damage on a failed save, or half as much damage on a successful one.

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. Yam makes a Wisdom (Perception) check.

Tail Attack. Yam makes a tail attack.

Wing Attack (Costs 2 Actions). Yam beats its wings. Each creature within 15 feet of yam must succeed on a DC 26 Dexterity saving throw or take 15 (2d6 + 10) bludgeoning damage and be knocked prone. Yam can then fly up to half its flying speed.

Arcane Spear (Costs 3 Actions). Yam creates four spears of magical force. Each spear hits a creature of yam’s choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.

Mythic Actions

If yam’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Bite. Yam makes one Bite attack.

Chromatic Flare (Costs 2 Actions). Yam flares with elemental energy. Each creature in a 60-foot-radius sphere centered on yam must succeed on a DC 26 Dexterity saving throw or take 30 (5d8+8) poison damage.

Description

Trait: I like seeing life through the eyes of a lesser being—before forcing that creature to gouge their eyes out.

Trait: Bipedal life is too ugly and ignorant to merit even a scrap of compassion.

Ideal: Control. All lesser beings should bare their throats to their betters.

The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat’s mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.

Often a chromatic greatwyrm’s ascension involves fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.

In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.

Lair and Lair Actions

The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.

At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.

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:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

Regional Effects

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

  • Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
    Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
  • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
  • Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

Habitat: Forest

JooBear

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