Gargantuan Dragon (Chromatic), Lawful Evil
Armor Class 22 (natural armor)
Hit Points 600 (26d20 + 260)
Speed 60 ft., Burrow 60 ft., Fly 120 ft., Swim 60 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 Deception +12, Intimidation +16, Perception +21, Stealth +10
Damage Immunities Lightning
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 240 ft., Passive Perception 31
Languages Common, Draconic, Giant, Terran
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.

Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.

Unusual Nature. The greatwyrm doesn’t require food or drink.

Change Shape. Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form.

Actions

Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Breath Weapon (Recharge 5–6). The greatwyrm uses one of the following breath weapons:

Lightning Breath. The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) lightning damage. On a successful save, the creature takes half as much damage.

Akh Morn. The greatwyrm focuses their breath weapon into an intense explosion on a single point. One creature within 60 feet of the greatwyrm must make a DC 26 Constitution saving throw. On a failed save, the creature takes 127 (18d12) thunder damage and is deafened. On a successful save, the creature takes half as much damage and is deafened

Spellcasting. Iymrith casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 23):

3/day each: detect magic, dispel magic, ice storm, stone shape, teleport

Legendary Actions

The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.

Attack. The greatwyrm makes one Claw or Tail attack.

Twisters (Costs 2 Actions). The greatwyrm beats its wings. Two creatures within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.

Mythic Actions

If the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Bite. The greatwyrm makes one Bite attack.

Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) lightning damage.

Storm Stir (Costs 3 Actions). The area within 1 mile of the greatwyrm becomes obscured with a dust storm. All organic objects and creatures within the storm take 10 slashing damage at the start of their turn unless they are in full cover, as they are buffed by the dust. Blue dragons are not affected by the dust storm. It lasts for one hour unless dismissed by Iymrith or dispelled. 

Description

If Iymrith manages to kill the Storm King and claim the Wyrmskull Throne, the spirits of her ancestors used to create it honor her by ascending her to greatwyrm. She will use this power to finish off giant kind and expand her domain with a swarm of gargoyles that she can now create at will. It will take a act of the gods to stop her once she reaches this peak. 

"Where once my kind called her the Doom of the Desert, its now just easier to call this the end for my people." -Serissa, Youngest Princess of Thunder

The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat’s mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.

Often a chromatic greatwyrm’s ascension involves fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.

In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.

Pullen

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