False Appearance. While the ancient gargoyle dragon remains motionless, it is indistinguishable from an inanimate statue.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) fire damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 22 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.
Petrifying Breath. The dragon exhales a crystalline dust cloud in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. If a petrified creature doesn't recieve magical healing to free it from this condition in 24 hours, the creature then emerges as a gargoyle and is no longer petrified. They retain their ability scores if they are higher than the gargoyle's. They also retain their original alignment, class features, and spellcasting.
Magma Breath. The dragon exhales fire in a 90-foot cone. Each creature in that cone must make a DC 22 Dexterity saving throw, taking 33 (6d10) fire damage and 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
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.
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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Gargoyle dragons choose, or carve, their lairs deep in mountain bases or underground caves, where they can be surrounded by their coveted metals and gems. Many of these beasts of the ground take up residence in the Plane of Earth or the Underdark, where they can stay far away from the open skies. Despite this, their caverns often have large expanses of open space admist their many different winding tunnels and pockets in the stone. These lair's are usually gaurded by an assortment of guardians, with most being gargoyles.
Lair Actions
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A gargoyle swoops down and grabs a creature. The creature must make a DC 15 Strength saving throw or be grappled and restrained and flown up 30 feet. At the start of its turn, a creature can escape this gargoyle by dealing 20 damage in that turn or making a successful DC 15 Stength (Athletics) or Dexterity (Acrobatics) check. If they succeed, the creature begins falling. If the creature is still being held at the start of the next lair action, the gargoyle drops the creature.
- A small earthquake erupts. Each creature of the dragon's choice must make a DC 15 Constiution saving throw or have disadvantage on attack rolls and ability checks as the ground shakes arounds around them.
Regional Effects
The region containing a legendary gargoyle dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Gargoyles flock in and out of the dragon's lair constantly. There are at lest 3d6 + 5 gargoyles within a 1 mile radius of the dragon's lair.
- Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.
- Sections of earth turn into varying precious gem and ore veins for 5 miles around the gargoyle dragon's lair.
If the dragon dies, these effects end immediately.
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