Gargantuan Dragon, Any Evil Alignment
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
26 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
18 (+4)
WIS
17 (+3)
CHA
26 (+8)
Saving Throws DEX +9, CON +14, WIS +10, CHA +15
Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious. Cumberland can breathe air and water.

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

Everybody Gets a Mic! Everyone’s voice within a 60ft radius become egregiously loud and unbalanced, all spells with a verbal component has to make a WIS DC 12 save to take half or take 1d6 X spell level of psychic damage to the caster

Crossdressing. At the start of each of their turns, Cumberland must decide if they want to crossdress. While crossdressed their AC is lowered by 3 but they gain the ability to reroll 1 damage dice per attack.

Actions

Multiattack. Cumberland can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 8) 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 24 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.

Special Actions (Recharge 5–6). Cumberland uses one of the following Special Action.

Fire Breath. Cumberland exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Ghostly Gloves. Summon 1d4 magical flapping gloves with the stats of a Spectre

Change Shape. Cumberland magically polymorphs into a cast member, 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, Cumberland 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.

Stomp your feet like a Brontosaurus (Costs 2 Actions). The Cumberland beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 8) bludgeoning damage and be knocked prone. Cumberland can then fly up to half its flying speed.

Habitat: ForestGrassland

GoldenDash

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