Huge Dragon, Lawful Good
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 50 ft., Fly 100 ft., Swim 50 ft.
STR
23 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
22 (+6)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws DEX +6, CON +12, WIS +8, CHA +8
Skills Insight +8, Perception +14, Persuasion +19, Stealth +8
Damage Immunities Radiant
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic, Sylvan
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

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 three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (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 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 fire in a 60-foot cone. Each creature that is not an ally in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. Any ally will be healed for the amount of damaged rolled.

Summoning Breath. The dragon uses pheromones in its breath to summon Vaporous Serpents. The dragon summons 1d3 Serpents, they appear within 60-ft of the dragon, acts as an ally to the dragon, and remains for 1-minute, until it dies or until the Dragon dismisses it as a Bonus Action.

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 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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Titanium Dragon’s Lair

Titanium dragons dwell in ruins. Castles and cityscapes lost to time and broken down by wind or water erosion. Despite the gloomy appearance, the lair and area around it swells with positive magical energy.

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 enchants the air filling its lair with energy that nullifies or weakens any harmful magic cast in the lair. The next time a spell would deal damage to a creature other than the dragon, the caster of that spell must make a Wisdom saving throw against their own Spell Save DC. On a failure, they take damage of the type their spell created equal to half the total damage that spell dealt. For example, if a wizard cast Magic Missile at first level, and their three bolts dealt 2, 3, and 4 force damage respectively, that wizard would take 4 force damage.
  • The dragon absorbs the energy of the next negative spell cast in their lair. If the dragon is hit with a spell attack or takes damage from a spell that required it to make a saving throw, the dragon can use one of its legendary actions to have the spell rebound. A spell rebounded this way causes a 10-foot-square within 120 feet of it to become difficult terrain until the next initiative count 20.

Regional Effects

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

  • Creatures within 6 miles of the dragon's lair make intelligence checks with advantage. Creatures proficient in intelligence skills roll with their proficiency bonus doubled if their proficiency bonus is not doubled by another effect, such as Expertise.
  • Fruit bearing trees and plants within 1 mile of the dragon's lair bear fruit that once eaten have the same effect of a random common or uncommon potion.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic within 1 mile of the dragon's lair. These creatures speak well of the dragon and can offer information about the dragon's whereabouts and intentions if it can answer a riddle. The dragon is aware of everything these beasts say and hear.

If the dragon dies, these effects end immediately.

Habitat: ForestGrassland

MikedSyllip

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