Gargantuan Dragon (Metallic, Shapechanger), Lawful Good
Armor Class 22 (Natural Armor)
Hit Points 682 (35d20 + 315)
Speed 60 ft., Fly 120 ft., Swim 60 ft.
STR
30 (+10)
DEX
12 (+1)
CON
29 (+9)
INT
20 (+5)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws DEX +10, CON +18, WIS +18, CHA +19
Skills Athletics +19, Insight +18, Perception +18, Persuasion +19, Stealth +10, Survival +18
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 300 ft., Truesight 120 ft., Passive Perception 28
Languages Common, Draconic Plus five languages of your choice.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The dragon can breathe air and water.

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: Beast Sense, Control Water, Detect Evil and Good, Detect Thoughts, Mage Hand (the hand is invisible), Shape Water, Speak with Animals, Thaumaturgy

3/day each: Dispel Evil and Good, Heal, Heroes’ Feast

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) lightning 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:

Lightning 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) lightning damage. On a successful save, the creature takes half as much damage.

Repulsion Breath. The dragon exhales repulsion energy in a 300–foot cone. Each creature in that area must succeed on a DC 26 Strength saving throw. On a failed save, the creature is pushed away from the dragon the full distance of the cone.

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:

  • Fog. The dragon creates fog as though it had cast the Fog Cloud spell. The fog lasts until the start of the next lair action (initiative count 20).
  • Ocean’s Call. The dragon conjures a swarm of spectral dolphins. Each creature in the water within 150 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 5 (1d6) slashing damage; then the swarm vanishes.
  • Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20–foot–radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 20 Dexterity saving throw or take 10 (3d6) slashing damage.
  • Thunderclap. A thunderclap originates at a point the dragon can see within 150 feet of it. Each creature within a 20–foot radius centered on that point must make a DC 20 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the start of the next lair action (initiative count 20).
  • Whelming Water. The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 150 feet of it. Each chosen creature must succeed on a DC 20 Strength saving throw or be knocked prone.

Regional Effects

The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.

  • Ambiance. Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
  • Colorful Water Plants. Underwater plants within 10 miles of the dragon’s lair take on dazzlingly brilliant hues.
  • Control Weather. Once per day, the dragon can alter the weather in a 10–mile–radius centered on its lair. The dragon does not need to be outdoors; otherwise, the effect is identical to the Control Weather spell.
  • Phantom Escort. Ghostly naval ships from an ancient armada appear, escorting well–meaning creatures in need of the dragon’s help toward the dragon’s lair.
  • Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.
  • Unfailing Faithfulness. Sapient creatures that spend a year within 10 miles of the dragon’s lair find it nearly impossible to break a promise.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 2d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2022 1:45:48 AM
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2/4/2022 3:53:55 AM
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Monster Tags: Shapechanger

Habitat: Coastal

DaemonSultan

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