Gargantuan Dragon (Metallic, Shapechanger), Chaotic Good
Armor Class 22 (Natural Armor)
Hit Points 682 (35d20 + 315)
Speed 60 ft., Climb 60 ft., Fly 120 ft.
STR
30 (+10)
DEX
15 (+2)
CON
29 (+9)
INT
24 (+7)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws DEX +9, CON +16, WIS +16, CHA +17
Skills Acrobatics +11, Animal Handling +18, Deception +19, Insight +18, Nature +16, Perception +18, Performance +19, Persuasion +19, Stealth +11
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 300 ft., Truesight 120 ft., Passive Perception 28
Languages Common, Draconic Plus seven languages of your choice.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Colossal. The dragon is one size category bigger then Gargantuan.

Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:

At Will: Detect Evil and Good, Lesser Restoration, Mage Hand (the hand is invisible), Mold Earth, Move Earth, Phantasmal Force, Stone Shape, Thaumaturgy

3/day each: Dispel Evil and Good, Heal, Transmute Rock

Keen Sight. The dragon has advantage on Wisdom (Perception) checks that rely on sight.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Magic Weapons. The dragon's attacks are considered magical.

Metallic Awakening (Recharges after a Short or Long Rest). If the dragon would be reduced to 0 hit points, its current hit point total instead resets to 500 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the dragon can now use the options in the “Mythic Actions” section for 1 hour.

Regeneration. The dragon regains 10 hit points at the start of each of its turns if it has at least 1 hit point.

Siege Monster. The dragon deals double damage to objects and structures.

Unusual Nature. The dragon does not require air, food, drink, or sleep.

Actions

Multiattack. The dragon can use its Majestic Presence. It then makes four attacks: one with its Bite, two with its Claws, and one with its Tail.

Bite. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 29 (3d12 + 10) piercing damage plus 22 (4d10) acid damage.

Claw. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) slashing damage. On a hit, if the target is Huge or smaller, it is grappled (escape DC 20) and is restrained until this grapple ends. The dragon has two claws, each claw can grappled one target at a time.

Tail. Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage. On a Hit, the target must succeed on a DC 27 Strength saving throw. On a failed save, the target is knocked prone. If a target fails its saving throw by 5 or more, it is also pushed up to 60 feet away from the dragon. If a pushed target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was pushed. If the target is pushed at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.

Majestic Presence. Each creature of the dragon's choice that is within 150 feet of the dragon and aware of it must succeed on a DC 27 Wisdom saving throw. On a failed save, a creature is stunned for 1 minute. A stunned 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:

Acid Breath. The dragon exhales acid in a 600–foot line that is 20 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw. On a failed save, a creature takes 110 (20d10) acid damage. On a successful save, the creature takes half as much damage.

Slowing Breath. The dragon exhales gas in a 300–foot cone. Each creature in that area must succeed on a DC 26 Constitution saving throw. On a failed save, the creature cannot use reactions, its speed is halved, and it cannot 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. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Change Shape. The dragon magically transforms into any beast or humanoid that is Large or smaller, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.

Legendary Actions

The dragon can take 5 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 each of its turns.

Attack. The dragon makes one Claw or Tail attack.

At–Will Spell. The dragon casts one of its “At–Will” spells, from its Innate Spellcasting list.

Detect. The dragon makes a Wisdom (Perception) check.

Shattering Roar (Costs 2 Actions). The dragon unleashes a magical roar. Each creature in a 150–foot–radius sphere centered on the dragon must succeed on a DC 26 Constitution saving throw. On a failed save, a creature takes 22 (4d10) thunder damage, and it is incapacitated until the end of its next turn. On a successful save, a creature takes half damage and is not incapacitated.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 30 feet of it must succeed on a DC 27 Dexterity saving throw. On a failed save, a creature takes 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

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

Bite. The dragon makes one Bite attack.

Radiant Beam (Costs 3 Actions). The dragon emits a beam of radiant energy in a 120–foot line that is 10 feet wide. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, a creature takes 44 (8d10) radiant damage. On a successful save, the creature takes half as much damage.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: the dragon cannot repeat an effect until they have all been used, and it cannot use the same effect two rounds in a row:

  • Laughing Gas. The dragon chooses a point on the ground that it can see within 150 feet of it. A cloud of pink gas fills a 20–foot–radius sphere centered on that point. Each creature in that area that fails a DC 20 Wisdom saving throw is incapacitated with laughter until the end of its next turn.
  • Spike Growth. The dragon chooses a point on the ground that it can see within 150 feet of it. Stone spikes sprout from the ground in a 20–foot radius centered on that point. The effect is otherwise identical to the Spike Growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • Torpid Energy. The dragon chooses a creature it can see within 150 feet of it. If the target fails a DC 20 Constitution saving throw, its speed is halved, and it cannot use reactions or bonus actions until the end of its next turn.
  • Transmute Rock. The dragon chooses a 10–foot–square area on the ground that it can see within 150 feet of it. The ground in that area turns into 3–foot–deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 20 Dexterity saving throw. On a failed save, a creature sinks into the mud and becomes restrained. A creature can take an action to attempt a DC 20 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. At the start of the next lair action (initiative count 20), the mud hardens, and the Strength DC to work free increases to 25.

Regional Effects

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

  • Distant Melodies. The ethereal music of woodwinds and bells can be heard carried on the wind within 5 miles of the dragon’s lair.
  • Dragon Speech. Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 5 miles of the dragon’s lair. These creatures speak well of the dragon, but cannot divulge its whereabouts.
  • Got the Giggles. Intelligent creatures within 5 miles of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing.
  • Self Portraits. Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 10 miles of the dragon’s lair.
  • Starlit Stones. Standing stones are common on hilltops within 5 miles of the dragon’s lair. The stones shed dim light in a 10–foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)

If the dragon dies, the magic carvings fade over the course of 2d10 days. The other effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2022 12:42:51 AM
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Monster Tags: Shapechanger

Habitat: Hill

DaemonSultan

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