Gargantuan Dragon, Chaotic Neutral
Armor Class 23 Natural Armor
Hit Points 429 (21d20 + 109)
Speed 40 ft., Climb 25 ft., Burrow 45 ft.
STR
28 (+9)
DEX
11 (+0)
CON
24 (+7)
INT
21 (+5)
WIS
27 (+8)
CHA
24 (+7)
Saving Throws STR +16, CON +14, WIS +15, CHA +14
Skills Deception +14, Persuasion +14, Stealth +7
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 24
Languages Common, Draconic, Terran
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Boulder Skin. The Ancient Earth Dragon is resistant to Bludgeoning damage from Non-Magical weapons.

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

Actions

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

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.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (4d10) piercing damage. 

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. 

Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (2d10+5) bludgeoning damage.

Splintered Stone Breath (Recharge 5-6). The dragon breathes a flurry of sharp, coin-sized pebbles and sand in a 100-foot line that is 20 feet wide. Each creature in that line must make a DC 22 Constitution saving throw, taking 72 (10d10) piercing damage on a failed save, or half as much on a successful one. Regardless of the roll, each creature in that line become blinded until the dragon's next turn.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Earthly Rage (Costs 2 Actions). The dragon charges up an unnatural aura for one turn, before it enters a fury of unbridled anger on the next, causing the dragon to charge at a creature. the creature nearest to the dragon must make a DC 23 Dexterity saving throw or suffer from the charge, causing 122 (10d12+24) bludgeoning damage on a failed throw, and half the damage on a successful one

Bestial Swipe. The dragon makes a claw attack.

Summon Elemental. The dragon lets out a loud bellowing roar. The DM rolls a d4, and the number rolled is how many Earth Elementals come to aid the dragon. this action cannot be performed again until there are no other Earth Elementals in the room. 

Description

Of the 10 Elemental Dragon species, the Earth Dragon is the most territorial of them, often giving this genetic to its Offspring. Earth Dragons, like Black Dragons in the Material Plane, have large horns that sprout off the sides of the head and curl inward, in which these horns, in most cases, are only used for showing power and strength whilst finding mates and fighting off competitors, like bulls. 

Aggressive and Protective: When Earth dragons are born, the parents of the new Earth Dragon leave, splitting separate ways and keeping isolation, as they head back to their lairs in the Elemental Plane of Earth's mountain regions. The moment the baby hatches, it defends the area and its vicinity until it dies. When trespassers enter its lair, it actively hunts them or waits for them to get in a vulnerable spot in its domain. Only the most powerful adventurers can best an Earth Dragon in its lair, but such cases are more rare than common. 

Worshiped Power. Earth Dragons like isolation and territory, but they love control and wealth like any dragon, often stealing treasures from defeated enemies once devoured. As hoards of gold increase, so does the risk of having wealth stolen by the gem-loving Dao Genies. When such a thing happens, the dragon wins the battle, sparing the Dao and forcing it to worship it. Sometimes, if an Earth Dragon gains a scary amount of power over a region in the Plane of Earth, the Dao come to them in hopes of worshiping the dragon, causing settlements to be constructed near the dens and servants be forced to work for the dragon, bringing it gold, gems, and magic items.

Lair and Lair Actions

Earth Dragons are born and bound to their lair location, never leaving unless to mate, hunt, or gather treasures. They take up residence in large mountains and hillsides, setting crude, natural rock traps around their domain to trip up trespassers. Burrowing passages into their rocky lairs, an Earth dragon creates a complex maze of tunnels and traps that are unique to that dragon alone. More often, the largest cavern in the lair becomes its treasure room and its sleeping quarter. 

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:

  • An eruption of stalagmites pierces the flooring, attempting to hit one creature it can see from 90 feet away. the creature must succeed on a DC 14 Dexterity check or suffer 20 (2d12+4) piercing damage. 
  • A tremor is sent throughout the lair, and every creature besides the dragon must make a DC 15 Dexterity saving throw or be knocked prone for the first turn.
  • A gust of sand blows through the cavern, burying any creature who fails a DC 12 Strength saving throw. Every creature must roll a DC 12 Constitution saving throw and succeed, or suffer 2d6 Force Damage until they escape the sand.

Regional Effects

The region containing a legendary Earth Dragon's lair is controlled by its power, which creates one or more of the following effects:

  • Sandstorms rage within 2 miles of the lair.
  • Within the lair, the walls are magically blended with different stones. 
  • Within the lair, the pebbles on the ground lightly shake as if a tremor is present, even though no tremor is present. if a tremor is present, the pebbles shake more and explode upon contact, dealing 2d4 fire damage.

If the Earth Dragon dies, these effects fade over the course of 1d12 days. Any explosive pebbles that aren't destroyed through explosion and collected before the dragon dies continue to shake after it is slain, and can be used as a projectile or a firestarter.

Habitat: Mountain

Checkinere

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