Gargantuan Dragon, Any Alignment
Armor Class 21 Natural armor
Hit Points 533 (26d20 + 260)
Speed 40 ft., Fly 80 ft., Burrow 20 ft., Climb 30 ft., Swim 40 ft.
STR
30 (+10)
DEX
12 (+1)
CON
30 (+10)
INT
22 (+6)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws DEX +9, CON +18, WIS +13, CHA +11
Skills Insight +13, Perception +21, Persuasion +11, Stealth +17
Damage Vulnerabilities Bludgeoning, Piercing, Slashing
Damage Resistances Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 29
Languages Common, Draconic
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The dragon can breathe air and water.

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

Prismatic Scales. The Dragon can change the color of their scales to use different breath weapons. 

Actions

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

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

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

TailMelee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning 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 25 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.

Prismatic Breath  (Recharge 5-6). The Dragon releases a mighty blast of magical draconic energy. Roll 1d10 to determine the damage type and consult the list below:

  1. Acid
  2. Cold
  3. Fire
  4. Force
  5. Lightning
  6. Necrotic
  7. Poison
  8. Psychic
  9. Radiant
  10. Thunder

The energy is changed into the rolled damage type and is exhaled in a 90 foot cone. Each creature in the area of effect must make a DC 23 Dexterity saving throw or take 71 (13d10) of the rolled damage on a failed save, or half as much on a successful one.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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.

 

Lair and Lair Actions

Prismatic dragons make their homes in out-of-the-way places, usually deep in the mountains. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

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:

  • The dragon magically bends light around it, turning invisible until initiative count 20 on the next round. This isn't true invisibility, as the effect fails to completely eliminate the dragon's shadow. A DC 17  Perception check will reveal the dragon's location to the person who makes it.
  • The dragon creates an explosion of elemental damage. Roll 1d10 and refer to the list under "Prismatic Breath." An explosion of the rolled damage type originates from a point within 120ft. of the dragon, that they can see. The blast effects everything within 30 feet of the origin. Those in the area of effect must make a DC 19 Dexterity saving throw and take 35 (10d6) of the rolled damage type on a failed save or half as much on a successful one.

Regional Effects

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

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes a myriad of colors, reflecting the damage types, and each color gives the sensation of being damaged by that damage. No damage is actually dealt
  • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

 

yeet_master2267

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