Gargantuan Dragon, Chaotic Evil
Armor Class 20 Natural Armour
Hit Points 800 (20d20 + 600)
Speed 60 ft., walk 60 ft.
STR
30 (+10)
DEX
24 (+7)
CON
30 (+10)
INT
20 (+5)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws STR +18, DEX +15, CON +18, INT +13, WIS +13, CHA +15
Skills Arcana +21, Nature +21, Perception +18
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Damage Immunities Fire, Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Aquan, Common, Draconic, Ignan
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Freeze If the elemental water dragon takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Fiery Aura At the start of each of the dragon’s turns, each creature within 15 feet of it takes 14 (4d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.

Illumination The dragon sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Innate Spellcasting The dragon’s innate spellcasting ability is Charisma (spell save DC 20, +14 to hit with spell attacks). It can cast the following spells, requiring no material components:

  • At will: create or destroy water, fireball, heat metal
  • 3/day each: control water, fire storm
  • 1/day each: control weather, incendiary cloud, plane shift

Legendary Resistance (5/day) If the dragon fails a saving throw, it can choose to succeed instead.

Siege Monster The dragon deals double damage to objects and structures.

Actions

Multiattack The dragon can make four attacks: two with its bite and two with its claws.

Bite Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) fire damage.

Claw Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Elemental Fire Breath (Recharge 4) The dragon breathes a 60-foot cone of elemental fire. Creatures in the area must make a DC 21 Dexterity saving throw, taking 20d6 fire damage on a failed saving throw, or half as much damage on a successful one.

Steam Breath (Recharge 4) The dragon exhales a 60-foot cone of superheated steam that spreads around corners. Creatures within the area must make DC 21 Dexterity saving throws, taking 20d6 fire damage on a failed saving throw, or half as much on a successful one. Being underwater does not provide resistance to this effect.

Bonus Actions

Drench. The elemental water dragon can extinguish any one nonmagical flame or one magical flame created by a 5th level or lower spell it can see within 15 feet of it.

 
Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

5 legendary actions

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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 3d6 + 10 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Rain of Fire (Costs 3 Actions) The elemental fire dragon beats its wings, casting fire out in a 100-foot sphere around itself. All creatures within the area must make a DC 23 Dexterity saving throw, taking 5d6 fire damage on a failed saving throw, or half as much damage on a successful one. Objects not held or worn are set alight and continue burning until extinguished.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

SheepGuy

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