Gargantuan Dragon (Chromatic), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
21 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +11, CON +19, WIS +14, CHA +17
Skills Perception +16, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Cold, Fire, Lightning, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 33
Languages Abyssal, Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The dragon can breathe air and water.

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

Divine Authority. Any dragons that can see the Pentachrome Dragon at the start of their turn must succeed on a DC 25 Wisdom saving throw or be charmed by it for 24 hours. Chromatic dragons make this saving throw at disadvantage.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It may choose to substitute one claw attack with a cantrip.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) damage of the same type as the last breath weapon used.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Cantrip.  The dragon casts one of the following cantrips as if it were a 17th level spellcaster, using Charisma as the spellcasting ability (save DC 24, +17 to hit with spell attacks) The cantrip it uses depends on the most recent breath attack used:

White Dragon: ray of frost, Black Dragon: acid splash, Green Dragon: poison spray, Blue Dragon: shocking grasp (10 foot range), Red Dragon: fire bolt, Draconic Judgement: mind sliver(Damage type: force)

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 20 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.

Elemental Breath (Recharge 4–6)When the dragon recharges its breath weapon, roll an additional d6. The result of the die determines what breath attack it can use.

1. White Dragon: The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 71(11d12) ice damage on a failed save, or half as much damage on a successful one.

2. Black Dragon: The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71(11d12) acid damage on a failed save, or half as much damage on a successful one.

3. Green Dragon: The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 71(11d12) poison damage on a failed save, or half as much damage on a successful one.

4. Blue Dragon: The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71(11d12) lightning damage on a failed save, or half as much damage on a successful one.

5. Red Dragon: The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71(11d12) fire damage on a failed save, or half as much damage on a successful one.

6. Draconic Judgement: The dragon harnesses the power of all five chromatic lineages and releases a torrent of elemental energy in all directions. Each creature within 60 feet of the dragon must make a DC 24 Constitution saving throw, taking 77 (12d12) force 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. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Cantrip. The dragon casts a cantrip. This cantrip is determined by the most recent breath attack used.

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 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half his flying speed.

Description

Surrounded by wild elements and standing with a regal demeanor, pentachrome dragons demand the attention of all who bear witness to their form. Two, stout, jagged horns protrude from the front of their head, giving the appearance of a glowing black crown that threatens to pierce the sky. The entirety of the dragon's body is covered in sharp black scales that shift in hue to match the element currently harnesses and the dragon's wings shimmer with a pearlescent sheen.

Pentachrome dragons are exceptionally rare, and their origin is not fully understood. Many speculate that pentachromes are direct agents of Tiamat, specially created to uphold her will. Others theorize that they are a form used by Tiamat herself to roam the prime material plane, while some even claim that they are her direct offspring. Regardless of their origin, the authority they hold over other dragons is apparent, and many fear that a single pentachrome dragon would be capable of uniting chromatic dragons into an unstoppable force against all other sentient life.

Lair and Lair Actions

Pentachrome dragons prefer to make their lairs in areas devoid of most life, save for that of dragons. They will often nest in a cavern beneath a volcano that a red dragon calls home, tunnel systems formed beneath barren deserts, or atop mountains so tall that they suffocate or freeze other creatures. Lairs made outside of these ideal conditions are certain to cause conflict with other creatures.

Lair Actions

On initiative count 20 (losing initiative ties), The dragon uses a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row. Each variation of Elemental Resonance is considered a separate lair action:

  • Part of the ceiling collapses, dropping an elementally active boulder on a spot that the dragon can see within 120 feet. If the boulder drops on a creature they must make a DC 15 Dexterity saving throw or take 2d6 bludgeoning damage. The boulder is considered a 5-foot cube, with an AC of 10, 40 hit points, vulnerability to bludgeoning damage, and immunity to necrotic and psychic damage. If the boulder takes acid, cold, fire, lightning, or poison damage, the boulder explodes, destroying it and forcing every creature within 10 feet to make a DC 15 Dexterity saving throw or take 4d6 damage of the same type that triggered the explosion. This boulder persists until destroyed.
  • Elemental Resonance: The dragon's lair responds to the currently active element. An effect occurs based on the last breath weapon used according to the list below.
  1. White Dragon: A ball of ice coalesces in the air and drops on a point on the ground that the dragon can see within 90 feet of him. All creatures within 10 feet of that point must make a DC 15 Dexterity saving throw or take 4d6 cold damage. Afterward, the ground within a 20-foot radius of the point is considered difficult terrain until initiative count 20 on the next turn.
  2. Black Dragon: A 15-foot-radius puddle of acid seeps out from a point on the ground that the dragon can see within 90 feet of him. All creatures standing where the puddle forms must make a DC 15 Dexterity saving throw or take 3d6 acid damage. If a creature ends its turn standing in the puddle it must repeat the save or take 3d6 acid damage. The puddle seeps back into the ground on initiative count 20 on the next turn.
  3. Green Dragon: Poisonous gas sprays out of a surface that the dragon can see within 120 feet of him. All creatures within 10 feet of the selected point must make a DC 15 Constitution saving throw or take 3d6 poison damaged and be poisoned until the end of their next turn.
  4. Blue Dragon: The dragon selects two points that he can see within 120 feet of him, the points selected must be within 120 feet of each other. A bolt of lightning arcs between the selected points, forming a 5-foot wide line. Any creatures within the line's area must make a DC 15 Dexterity saving throw or take 5d6 damage
  5. Red Dragon: A 30-foot-high, 5-foot-radius column of fire erupts from a point on the ground that the dragon can see within 120 feet of him. Each creature within this area must make a DC 15 Dexterity saving throw or take 6d6 fire damage
  6. Draconic Judgement: The wild elements cling to one creature that the dragon can see within 120 feet of him, interfering with their ability to call upon fonts of magic. Until initiative count 20 on the next turn, all spell and potion effects on the targeted creature are suspended and any magic items held by the creature lose their effects for the duration. In addition, if the targeted creature attempts to cast a spell, they must make a DC 15 spellcasting ability check or the spell fails, consuming the slot. If the targeted creature is one that has been summoned through the use of a spell, the creature disappears and then reappears on initiative count 20 on the next turn.

Regional Effects

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

  • The weather within 1 mile of the lair becomes extremely dangerous and unpredictable, changing between fierce winds, acid rain, blizzards, lightning storms, and oppressive sunlight seemingly at random.
  • Wyvern gather within 1 mile of the lair, serving as the dragon's eyes and dispatching any unwelcome creatures.
Alumed

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