Gargantuan Dragon, Lawful Evil
Armor Class 22 (natural armor)
Hit Points 565 (29d20 + 261)
Speed 60 ft., Burrow 60 ft., Fly 120 ft., Swim 60 ft.
STR
30 (+10)
DEX
16 (+3)
CON
29 (+9)
INT
21 (+5)
WIS
22 (+6)
CHA
30 (+10)
Saving Throws DEX +11, CON +17, INT +13, WIS +14, CHA +18
Skills Deception +18, Insight +14, Perception +22
Damage Immunities Force, Thunder
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 32
Languages Common, Draconic, Telepathy 120 ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The dragon can breathe both air and water.

Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.

Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.

Metal Sense. A cobalt greatwyrm can sense cobalt in any form that is within 360 feet of it.

Unusual Nature. The greatwyrm doesn’t require food or drink.

Actions

Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the greatwyrm's choice that is within 120 feet of the greatwyrm 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 greatwyrm's Frightful Presence for the next 24 hours.

Magnetic Pulse (Recharge 5–6). The greatwyrm exhales magnetic energy in a line that is 120 feet long, and 15 feet wide. Each creature in the line must make a DC 25 Constitution saving throw, taking 77 (14d10) force damage on a failed save, or half as much damage on a successful one. Additionally, creatures caught in the line who are wearing medium or heavy armor made of metal, take an additional 17 (5d6) thunder damage.

Change Shape. The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.

Legendary Actions

The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.

Attack. The greatwyrm makes one Claw or Tail attack.

Detect. The greatwyrm makes a Wisdom (Perception) check.

Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.

Mythic Actions

If the greatwyrm’s Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Bite. The greatwyrm makes one Bite attack.

Shattering Roar (Costs 2 Actions). The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.

Description

A cobalt dragon's scales are deep blue at birth, with odd patches of darker and lighter scales, which become more prevalent as they age. They are possibly the progenitors of Kobolds, as they look like them, but this has yet to be proven by scholars.

Innate Spellcasting. If a cobalt dragon gains the ability to innately cast spells, it can cast each one once per day, requiring no material components. It can cast certain spells based on its age category, as shown below:

Young (spell save DC 13). blur, entangle

Adult (spell save DC 16). blur, entangle, greater invisibility, phantasmal killer

Ancient (spell save DC 19). blur, entangle, greater invisibility, mental prison, phantasmal killer

Greatwyrm (spell save DC 24). A cobalt greatwyrm casts the same spells as an ancient one.

Telepathy. All cobalt dragons have a 10% chance of being born with 60 feet of telepathy. However, once they reach adult age, they automatically gain telepathy to a range of 60 feet.

Lair and Lair Actions

Lair Actions

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

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
  • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
  • Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round.

Regional Effects

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

  • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
  • Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing.

If the dragon dies, the tiny beasts' intelligence fades over the course of 1d10 days. The other effects end immediately.

Habitat: Forest

GhostPotate

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