Gargantuan Dragon, Neutral
Armor Class 25 (natural armor)
Hit Points 580 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft., Swim 60 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
18 (+4)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws DEX +8, CON +18, WIS +13, CHA +10
Skills History +6, Perception +18, Stealth +14
Damage Vulnerabilities Acid
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Condition Immunities Blinded, Charmed, Frightened, Prone
Senses Blindsight 60 ft., Truesight, Passive Perception 26
Languages Celestial, Common, Draconic, Undercommon
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

It's a sunny day. Heals equal to radiant damage dealt to it.

Good bye. Can teleport to lair.(once a day)

Have a great day. (6d10) radiant damage every physical attack.

Don't look at me. Every four rounds hostile creatures who see the dragon have a chance go blind for (1d4) rounds (Wisdom saving throw DC 20)

Can't see me. Can turn invisible as an bonus action. Does not need spell slots.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. For a Radiant dragon it can use its horns to toss a medium or small sized creature into air catch them in with a bite then, slam them to the ground. 

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d12 + 10) piercing damage plus 14 (4d6) radiant damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 10) bludgeoning damage.

Horns. Melee Weapon Attack: +17 to hit, reach 18 ft., one target. Hit: 21 (2d12 + 10) bludgeoning damage.

Slam. add 3d8+10 (dex saving throw DC 16) 

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 21 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.

Radiant ram.  Rush Forward in a straight line (3d10+10) bludgeoning damage and 8d6+10 radiant damage (DC 17 dex save for half damage.) Does not stack with-Have a great day.

Radiant Breath (Recharge 5–6). The dragon exhales Radiant energy in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) radiant 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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Rare creatures, who to keep to them selves. White glowing markings cover a yellow dragon, It has ram like horns, spinal protrusion shaped like a crescent moon. Its beaked snout glowing mouth, and its eyes blaze with a bright light when it's angry. 

 

Lair and Lair Actions

A Radiant Dragon’s Lair

A Radiant dragons lair will teleport randomly between high mountains, hills, caverns under snow-capped peaks,deep within the halls of abandoned mines, deep sea caverns and caves in general . with radiant energy slowly healing it.

Its hoard is protected deep within its lair. A Radiant dragon spends its time in private. Leave it alone as it's likely to kill you. Earn its trust/pity and you have a life long ally/protector.

 

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:

  • Spiritual weapons attack.
  • Wild magic effects happen at random.
  • Random portals to random places (like space). Every time the dragon is hit there is a (DC 13 saving throw. )

 

 

Regional Effects

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

  • Blinding lights
  • No undead for 7 miles
  • portals to weird places (GM's choice)

If the dragon dies, these effects fade over the course of 1d10 days.

Previous Versions

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Habitat: HillMountainUnderdarkUnderwater

Notsickly12345

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