Gargantuan Dragon, Chaotic Neutral
Armor Class 22 (natural armor)
Hit Points 487 (25d20 + 225)
Speed 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +7, CON +16, WIS +9, CHA +13
Skills Arcana +11, History +11, Perception +16, Stealth +7
Damage Resistances Cold, Fire, Lightning
Damage Immunities Radiant
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic, Elvish, Giant
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite 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.

Tail. Melee 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 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Radiant Breath. The dragon exhales radiant blast in a 90-foot cone. Each creature in that area must make a DC 18 Dex saving throw, taking 45 (13d6) radiant damage on a failed save, or half as much damage 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 for any class features or legendary actions of that form.

Reactions

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

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

Several centuries ago, a radiant dragon named Blacklight discovered the Sea of Sorrow, much to her delight. She enjoyed luring ships into the sargasso and watching their crews slowly die from lack of air. Over two centuries ago, she encountered the Sky Ranger and tricked Brent Runner into following her into the Sea of Sorrow. After the galleon’s helm ceased to function in the sargasso, the entire crew slowly died from asphyxiation, cursing the dragon with their dying breaths and vowing revenge. From the crew’s collective fury, the ghost ship was born.

The hurtful radiation of the nearby Lich’s Thar, over decades, has driven the radiant dragon quite insane. No longer filled with its overblown pride and sense of importance (this was drained away by the Thar long ago), Blacklight exists only to inflict pain, misery, and death on others, caring little for the material aspects of her existence that provided motivation for her so many centuries before she discovered the Sea of Sorrow.

Lair and Lair Actions

Black Lights Lair

Drawing closer to the mysterious black orb, there is a companion satellite: a huge derelict. While small chunks of rock and debris swirl toward the black sphere at the sargasso’s centre, the derelict revolves serenely around the vortex, apparently unmolested by its gravitational pull. The derelict is a huge wreck, over 300' long and 100' in diameter. A hole over 80' in diameter gapes in her stern, and countless other smaller holes perforate the tarnished metal hull. The interior of the wreck appears gutted, her inner decks ripped out. Now the derelict is only a hollow metal shell, a sad victim of countless ravishings.

Within five miles, the player characters will be within the “eye” of the sargasso, where magic operates. Of course, there is no way the PCs could know this unless they had active spells in effect when they stumbled upon the Sea of Sorrow. If so, the spells will flare back into life (with no loss of duration) as soon as the party’s ship enters the “eye.” If a spell-caster is stationed on the helm, he will immediately recognize the ship’s emergence from the sargasso’s anti-magic effect. Unless the party has any blatant magical enchantments (like continual light spells in effect on board), the DM should try to keep the magic return a mystery for as long as possible. There are no external decks to the wreckage of this space leviathan and the interior has been hollowed out to form a metallic cave for Blacklight’s lair. Normally, Blacklight spends months sleeping here, curled in the nose of the derelict, visited with dreams poisoned by the nearby Lich’s Thar. Occasionally, one of these nightmares jolts the dragon awake, inspiring her to leave the sargasso and hunt new victims. Eventually, she always returns to the sphere’s harmful glare and falls again into her troubled sleep.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

    • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapours are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 per cent chance of being extinguished.

    • A cloud of sand swirls about in a 20-foot-radius sphere centred on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.

 

Habitat: MountainUrban

AdamAldred

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