Gargantuan Dragon, Lawful Neutral
Armor Class 23 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
26 (+8)
CON
12 (+1)
INT
26 (+8)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws DEX +15, INT +15, WIS +11, CHA +14
Skills Arcana +15, Insight +11, Perception +11, Religion +14
Damage Vulnerabilities Psychic
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 28
Languages Common, Draconic, Telepathy 120 ft
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

Amplification Aura. Allies’ spells cast within 30 feet have their saving throw DC increased by 4.

Actions

Multi-attack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +13 to hit; reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

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.

Psionics. The dragon uses a psionic ability.

Psionic Shift (Costs 2 Actions). The dragon releases a wave of telekinetic energy from its mind. Every creature within 15 feet must make a DC 24 Intelligence saving throw or take 15 (2d6 + 8) force damage and be knocked prone. The dragon then can move up to half its movement speed

Mythic Actions

Psionics

Charges: 26 Recharge: 1d10 Fracture: 32

Each dragon begins with a number of charges based on their age. They can expend these charges to cast psionic manifestations. Many of these manifestations have a base cost and can be enhanced by expending
more charges. Over time, the dragon’s crystals conduct more psionic energies into its body, recharging its power. At the end of each of its turns, roll the recharge die and restore that many charges. Each dragon also has a fracture score. Each time it takes more damage than its Fracture score in a single turn, its crystalline form fractures, diminishing its ability to recharge its power. Roll the recharge die and reduce the dragon’s maximum charges by the result. This damage heals itself upon finishing a long rest.

AMPLIFY
Casting Time: 1 action Range: Self
Duration: 1 minute Charges: 4
The dragon focuses the power of its mind and wreaths its teeth, claws, and tail in glowing psionic force. For the next minute, all of its melee attacks deal an extra 3d8 psychic damage.

THE REAL
Casting Time: 1 action Range: Self
Duration: Concentration, up to 1 hour Charges: 4
The dragon sees the real reality. It can tell what is an illusion, and it sees invisible creatures and creatures
hidden or disguised by magic. Magical darkness does not affect it, and it can see into the Ethereal Plane.

FLAY
Casting Time: 1 bonus action Range: Self (60-foot cone)
Duration: 1 round Charges: 2 per d6 of damage
As a bonus action, the dragon blasts pure psionic energy from its eyes, frying the brains of all creatures in a 60-foot cone. Each creature in that area must make an Intelligence saving throw. On a failed save, it takes psychic damage of a d6 per 2 charges spent, or half as much damage on a successful one.

 

Lair and 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 manifests amplify at no cost.

• The dragon manifests the real at no cost. It does not require concentration and lasts for 10 minutes.

• The dragon casts dispel magic. The spell automatically ends spells of 5th level or lower. For each spell of 6th level or higher on the target, make an ability check using the dragon’s Intelligence as its spellcasting ability. The DC equals 10 + the spell’s leveI. On a successful check, the spell ends

Regional Effects

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

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Intelligent creatures who sleep within 12 miles of a ruby dragon’s lair dream of people they know transforming into other people, of places they’ve been dissolving to reveal barren wastelands.
  • Rocky fissures within 1 mile of the dragon’s lair have large deposits of ruby veins of ore lining the walls.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: HillMountain

ElleWingo

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