Gargantuan Dragon, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 507 (26d20 + 234)
Speed 40 ft., Burrow 40 ft., Fly 80 ft.
STR
14 (+2)
DEX
28 (+9)
CON
29 (+9)
INT
30 (+10)
WIS
24 (+7)
CHA
25 (+7)
Saving Throws DEX +17, CON +17, WIS +15, CHA +15
Skills Arcana +26, History +18, Perception +15
Damage Immunities Thunder
Condition Immunities Charmed, Frightened, Poisoned, Prone
Senses Truesight 120 ft., Passive Perception 25
Languages Common, Draconic
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Gem 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 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates.

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

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

Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

Draconic Strike.(Monk form only) When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.

Fine Control. The greatwyrm can use dexterity in place of strength for attachs

Martial Arts. 

  • The Greatwyrm has 30 Ki points
  • You can roll a d10 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

 

Actions

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

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 16 (3d10) force damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 19) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.

Breath Weapon (Recharge 5–6). The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.

Breath Weapon (Monk form only). When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, 3d10 on a failed save, or half as much damage on a successful one. This can be used 8 times and recharges on a long rest.

Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they’re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can repeat the saving throw, ending the effect on itself on a success.

At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them.

Spellcasting (Psionics). The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 26, +18 to hit with spell attack):

1/day each: dispel magic, forcecage, plane shift, reverse gravity, time stop

Bonus Actions

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 greatwyrm is reduced to 0 hit points or uses a bonus action to end it.

Clear Body. You can use 4 ki points to become invisible as if by the Invisibility spell, or you can use 10 ki points to empower it as though casting Greater Invisibility

Patient Defence.(Monk form only) You can spend a Ki point to take the dodge action as a bonus action

Step of the Wind.(Monk form only) You can spend a Ki point to take the dash or disengage action as a bonus action.

 
Reactions

Deflect Missiles.(Monk form only) You can use your reaction to catch a ranged weapon attack reducing the damage by 4d10. If this reduces the damage to 0, the greatwyrm can throw it back using the same attack roll but at half the rolled damage.

Reactive Evasion.(Monk form only) You can use a reaction to evade an area of effect attack such as Fireball or Lightning Bolt taking half the damage.

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.

Claw. The greatwyrm makes one Claw attack.

Psychic Step. (Costs 2 Actions) The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it.

Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

Sapphire Dragon Lair Features

The sapphire dragon lair is a series of natural tunnels and chambers the dragon has adapted to serve as a lair. The lair has few natural entrances, so whole sections are inaccessible without excavation or magic, as the dragon can simply open doorways in walls whenever necessary.

The lair has the following features:

Disguised Entrances. An otherwise unremarkable cave (shown at the top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.

Cobweb-Choked Tunnels. Adventurers who manage to access the other side of the cave’s crystal walls discover a network of dark, cobweb-choked tunnels extending deep into the earth, set with natural steps and shelves throughout. The dragon spends little time in this part of the lair, visiting only when the spiders there need tending—or when the dragon needs a snack.

Underground River. A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow tunnels that eventually lead to the Underdark.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

Awesome Thunder. A thunderous detonation of sound that can be heard up to 300 feet away surrounds one creature in the lair that the dragon can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 (3d8) thunder damage and be stunned until the end of its next turn.

Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.

Stone Passage. The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick.

Devinedarkness

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