Gargantuan Dragon, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 333 (18d20 + 144)
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
STR
26 (+8)
DEX
10 (+0)
CON
26 (+8)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +6, CON +14, WIS +7, CHA +8
Skills Perception +13, Stealth +6, Survival +7
Damage Resistances Lightning
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Lightning Conduit. If the dragon is subjected to lightning damage, it regains one use of Lightning Discharge.

Legendary Resistance (3/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 makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 11 (2d10) lightning damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Lightning Jolt. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 15 (2d6 + 8) lightning damage.

Lightning Discharge (3/Day). The dragon shoots lightning at one creature within 120 feet of itself. The target must make a DC 16 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed save, or half as much damage on a successful one.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Children of the Dragon (3/Day). The dragon magically calls a half-white dragon with a challenge ratting equal to 1d8 + 1. The called creature arrives in 1d4 rounds, acting as an ally of the dragon and obeying its spoken commands. The monster remains for 1 hour, until it or the dragon dies, or until the dragon dismisses it as a bonus action.

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.

Lightning Strike (Costs 2 Actions; Outdoors Only). The dragon can cause a bolt of lightning to strike a point on the ground within 120 feet of itself. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Army of the Dragon (2/Day and Costs 3 Actions). The dragon magically calls 3d6 half-white dragon berserkers, 1d4 half-white dragon saber-toothed tigers, and 1 half-white dragon mammoth. The called creatures arrive in 1d4 rounds, acting as allies of the dragon and obeying its spoken commands. The monsters remain for 1 hour, until they or the dragon dies, or until the dragon dismisses them as a bonus action.

Description

Long ago the ancient white dragon Volidrake mastered a prehistoric form of storm magic. He now rules over a tribe of half-white dragon berserkers who worship him as a primordial god of storms and war.

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; the dragon can’t use the same effect two rounds in a row:

  • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Regional Effects

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

  • Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
    If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
  • Humanoids, Beasts, and Monstrosities that are born within 6 miles of the lair have a high likelihood of being half-dragons.

If the dragon dies, changed weather reverts to normal, as described in the spell, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/4/2022 4:31:37 AM
2
1
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Coming Soon
1/3/2023 12:51:50 AM
5
1
2
Coming Soon

Monster Tags: NPCElementalmonstrosity

Habitat: ArcticForestMountain

Charlesaurus

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