Gargantuan Dragon, Chaotic Evil
Armor Class 22 (Natural Armor)
Hit Points 333 (18d20 + 144)
Speed 40 ft., fly 80 ft., burrow 40 ft.
STR
26 (+8)
DEX
10 (+0)
CON
27 (+8)
INT
14 (+2)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws DEX +7, CON +15, WIS +10, CHA +11
Skills Perception +7, Stealth +6
Damage Immunities Acid
Condition Immunities Petrified
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Barbed Hide. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it must succeed on a DC 23 Dexterity saving throw or takes 6 (1d12) piercing damage.  At the start of each of its turns, the dragon deals 6 (1d12) piercing damage to any creature grappling it.

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

Stone Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws, one with its tail.  It can use its tail spike instead of its tail.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage and the target must succeed on a DC 23 Dexterity saving throw to avoid the dragon's spurs.  On a failure, the target takes an additional 6 (1d12) piercing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage and the target must succeed on a DC 23 Strength saving throw or be knocked prone.

Tail Spike. Ranged Weapon Attack: +15 to hit, range 150/300 ft., one target. Hit: 17 (2d8 + 8) piercing 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 19 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.

Petrifying Breath (Recharge 5–6).  The dragon exhales petrifying ooze in a 90-foot line that is 10 feet wide.  Each creature in that line must make a DC 23 Constitution saving throw.  On a failed save, a creature takes 56 (16d6) acid damage and the creature is restrained as it begins to turn to stone. The creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified.  On a successful save, a creature takes only half as much damage and doesn't begin to petrify.

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.

Claw Attack. The dragon makes a claw attack.

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

Tail Attack. The dragon makes a tail or tail spike attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Gray dragons are identical in appearance and temperament to fang dragons, having risen from them via a forced evolution. They are greedy, rapacious, and cunning creatures, prone to fits of random violence and outbursts of rage. They eat all manner of fresh meat, especially enjoying the flesh of humanoids.

Unlike fang dragons, the improved gray dragons are imbued with elemental power.  They have a strong tie to the Elemental Plane of Earth.  When a gray dragon dies, it petrifies into a rocky outcropping.  Towards the end of its life, a gray dragon can willingly impart its essence into its surroundings, ending its life, but imbuing the region with abnormal aridity.  All water within 1 mile of the dragon's burial site dries up; including water carried in containers.

Divine Redemption. Gray dragons are a relatively new breed of chromatic dragons.  They arose from the demonically corrupted fang dragons after Tiamat, displeased with the alterations made to them, decided to purify the species.  The goddess subjected the eggs of fang dragons to a ritual to "improve" the hatchlings, granting them a breath weapon and returning them to her draconic ideal. She charged all gray dragons with hunting down and slaying all fang dragons to keep the newly redeemed bloodline pure.

Elemental Empowerment. Tiamat's intervention imbued gray dragons with the elemental energy of earth.  In addition to a breath weapon that petrifies their victims, they gained the ability to petrify their own spikes and fling them at foes.  Rather than forests, as their fang dragon predecessors, gray dragons prefer mountains and other stony terrain.

Living Weapons.  Gray dragons retain a great number of the features and characteristics of the fang dragons from which they arose, and employ them in a similar fashion.  Their hides are armored with bony plates that rise into projecting barbs and spurs along their backs and at limb joints.  Their long, forked tails are tipped with a pair of bony scythes.  Their wings are much larger and more developed than a fang dragon's, curing them of their crippled flight.  As such, gray dragons are a great deal more hesitant to put their wings in harm's way as their fang dragon forebearers did.

Sadistic Stalkers. Gray dragons are brutish and cruel creatures who live to inflict as much pain and destruction as possible, playing with and torturing their victims.  They are exceptionally sadistic, even by dragon standards.  They they take great satisfaction in hunting and in seeing the terror of their victims, and will often force creatures to flee for the dragon to pursue.  When the dragon catches them, it tortures them for a time, before forcing them to flee again, finally killing and eating the creature when they are not longer able run, and thus unable to further amuse it.

Lair and Lair Actions

Gray dragons have a deep connection

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:

  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. Each creature in that area when the spikes appear must succeed on a DC 10 Dexterity saving throw or take 10 (3d6) piercing damage.  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.
  • The dragon creates a wall of stone on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 6 inches thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 15, and 180 hit points. The wall disappears when the dragon uses this lair action again or when the dragon dies.

Regional Effects

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

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the stony terrain is loose and treacherous.  Rock slides are a common occurrence.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby.
  • Stone walls block off areas in the dragon’s lair. Each wall is 3 inches thick, and a 10-foot section has AC 15, 90 hit points.
    If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

If the dragon dies, stony terrain and stone walls remain as they are, but the portals to the Elemental Plane of Earth fade and close over 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
1/13/2019 10:42:20 PM
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1/15/2019 10:19:31 PM
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Habitat: HillMountain

Sam_Hain

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