Gargantuan Dragon (Chromatic), Typically Chaotic Evil
Armor Class 25 (natural armor)
Hit Points 390 (20d20 + 180)
Speed 60 ft., Fly 120 ft., Swim 60 ft.
STR
30 (+10)
DEX
12 (+1)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws DEX +9, CON +17, WIS +11, CHA +13
Skills Perception +19, Stealth +9
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 29
Languages Common, Draconic
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Acidic Body. Any creature that touches the greatwyrm or hits it with a melee attack takes 13 (2d12) acid damage.

Amphibious. The greatwyrm can breathe air and water.

Caustic Rage (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 359 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 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Caustic Rage 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.

Actions

Multiattack. The greatwyrm can use its Frightful Presence then 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 18 (4d8) acid damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

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 25 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.

Spellcasting. The greatwyrm casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): 

1/day each: blindness/deafness, create or destroy water, eyebite, insect plague, plant growth

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Acid Breath (Recharge 5–6). The greatwyrm exhales poisonous gas in a 300-foot line that is 15 feet wide. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 81 (18d8) acid damage. On a successful save, the creature takes half as much 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.

Attack. The greatwyrm makes one Claw or Tail attack.

Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 25 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.

Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm’s choice it can see within 120 feet of it, dealing 9 (1d8 + 5) force damage to its target, then disappears. 

Mythic Actions

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

Bite. The greatwyrm makes one Bite attack.

Corrosive Eruption (Costs 2 Actions). The greatwyrm erupts with acidic energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 25 Consitution saving throw or take 18 (4d8) acid damage.

Lair and Lair Actions

Ancient black greatwyrms prefer to lair in swamps and jungles on the frayed edges of civilization—the more dismal and fetid, the better. When choosing their lairs, ancient black greatwyrm are fond of locations that are naturally constraining and confounding. Whether they lair in a dismal cave, grotto, or ruins, their lair is at least partially flooded, providing pools where the greatwyrm rests, and where its victims can ferment. They favor ruins for their defensibility and dreary aesthetic.

 The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay. Whether adventurers seeking the greatwyrm must wind their way through the roots of an ancient mangrove swamp or brave a trap-filled boggy ruin, the experience promises to be a deadly affair.

Ancient Black Greatwyrm Lair Features

The lair has the following features:

Swampy Lake. Abutting the chapel is a swampy lake where the greatwyrm sleeps. The foul water stinks of dead fish and rot, while the dense foliage and scraggly trees along the shoreline writhe with scuttling, slithering fauna. A thick blanket of fog—part of the greatwyrm's corrupting influence—adds a claustrophobic feel to the lair.

Chapel Floor. Columns of clammy stone jut like ribs from the chapel’s exposed floor, as if in mockery of the sanctity of this once-holy place.

Underground. Twin staircases in the main hall descend to a partially flooded crypt. Five trapped stone sarcophagi rise above the waterline, their lids depicting armored warriors whose faces have been scoured away by acid. Each sarcophagus holds a few coins and shiny baubles mixed with junk that appears to be treasure at first glance. In the tower basement, a fully submerged tunnel leads to the lake where the greatwyrm sleeps.

Chapel Tower. A swollen oak door, flanked by worn carvings of noble warriors, opens into the dank stone tower, which stands empty except for a chipped staircase that climbs to a second floor and then ends in midair before reaching the crumbling third level. Mold-covered friezes of knights kneeling before angelic beings line the stairwell.

Tower Top. The greatwyrm's true hoard is kept safely at the top of the crumbling tower, where the greatwyrm enjoys perching and staring out into the gloom. Intruders who can’t fly must scale the sheer, slimy walls of the tower (either from outside or from the interior of the second floor), braving whatever traps might be in store if they hope to claim the greatwyrm's real treasures. 

Lair Actions

On initiative count 20 (losing initiative ties), the greatwyrm takes a lair action to cause one of the following effects; the greatwyrm can’t use the same effect two rounds in a row:

Darkness. Magical darkness spreads from a point the greatwyrm chooses within 60 feet of it, filling a 15-foot-radius sphere until the greatwyrm dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Filth Burst. The greatwyrm chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain.

Grasping Muck. Tendrils of roiling muck extend from the greatwyrm's lair to grasp up to three creatures of the greatwyrm’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.

Insect Cloud. A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the greatwyrm chooses within 120 feet of it. The cloud spreads around corners and remains until the greatwyrm dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 11 (4d10) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 11 (4d10) piercing damage.

Noxious Gas. A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the greatwyrm can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Surging Pools. Pools of water that the greatwyrm can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.

Regional Effects

The region containing an ancient black greatywrm's lair is warped by the greatwyrn's magic, which creates one or more of the following effects:

Corrupted Enviorns. Fog lightly obscures the land within 6 miles of the lair. Additionally, the land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. 

Ennui. Creatures that spend a year within 15 miles of the greatwyrm's lair are filled with listless despair.

Grating Spies. Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the greatwyrm within 6 miles of the lair, imposing disadvantage on Dexterity (Stealth) checks. The greatwyrm can suppress this effect at will.

Rotting Domain. Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.

Undrinkable Water. Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the greatwyrm that drink such water regurgitate it within minutes.

If the greatwyrm dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/26/2022 4:43:17 AM
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