Gargantuan Dragon (Elf, Human, Shapechanger), Neutral
Armor Class 23 Natural armor
Hit Points 450 (28d20 + 150)
Speed 50 ft., Only 30 ft. while in human form , Climb 50 ft. Not available in human form, Fly 100 ft. Not available in human form, Swim 50 ft. Not available in human form
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
22 (+6)
WIS
24 (+7)
CHA
28 (+9)
Saving Throws DEX +10, CON +13, WIS +15, CHA +17
Skills Deception +18, Perception +14, Persuasion +18
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Blindsight 60 ft., Darkvision 240 ft., Truesight 120 ft., Passive Perception 23
Languages All
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Alternate Form. Song dragons can freely assume humanoid form. Each song dragon has a unique humanoid form that it assumes each time it changes shape. The song dragon's Strength, Dexterity, and Constitution scores become humanoid average (Str 11, Dex 12, Con 11), But its hit points are unaffected by this change. A song dragon can employ its spells and special abilities - except its breath breath weapon - in either form. Changing from one form to another is an action.

Innate Spellcasting. The song dragon's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

1/Day each: Ceremony, Fortune's Favor, Silence, Heat Metal.

Spellcasting. The song dragon is a 17th-level spellcaster. It's spellcasting ability is Charisma (spell save DC 25; +17 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): Control Flames, Guidance, Mage Hand, Thunderclap

1st level (5 slots): Alarm, Charm Person, Detect Magic, Shield, Thunderwave, Disguise Self 

2nd level (4 slots): Aid, Arcane Lock, Calm Emotions, Detect Thoughts

3rd level (4 slots): Blink, Counterspell, Fear, Sending

4th level (4 slots): Arcane Eye, Compulsion, Death Ward, Find Greater Steed, Private Sanctum

5th level (3 slots): Commune, Control Winds, Passwall, Steel Wind Strike

6th level (2 slots): Chain Lightning, Transport via Plants, Word of Recall

7th level (2 slots): Delayed Blast Fireball, Plane Shift, Simulacrum

8th level (2 slots): Clone, Telepathy

9th level (2 slots): Foresight, Wish

Actions

Multiattack. The dragon can use its Charming Presence. It then makes three attacks: one with it bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 9) Piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 9) Slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 14 (2d8 + 9) Bludgeoning damage.

Charming Presence. Each creature of the dragon's choice within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become charmed 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 dragon's Charming Presence for the next 24 hours.

Static gas (Recharge 5-6). The dragon exhales a cloud of electrically charged gas in a 40-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, takning 56 (16d6) lightning damage on a failed save, or half as much damage on a successful one. The gas lingers and affects the area as the Antimagic Field and Silence spells, except it has a duration of 1 minute.

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.

Colorful Attack. The dragon casts Prismatic Spray.

Tail Attack. The dragon makes a tail attack.

Shift (Costs 2 Actions). The dragon shifts between its humanoid and dragon forms.

Description

Song dragons, also known as "weredragons", are a type of dragon that live among humanity is in disguise.

True Form. Song dragons have the ability to shift between the form of a humanoid and a dragon. Their human guise is actually their true form, as it is believed that somewhere in the past, a common humanoid ancestor was gifted with the ability to change forms.

Hidden Within Society. Song dragons forgo most of the dragon stereotypes in order to live their long lives among humanity. Some may seek to amass a horde of sorts by working their way upwards through society, however there are just as many song dragons that are happy to remain average by all counts. Song dragons are almost never seen in their dragon form, only resorting to such measures if they are in great danger or need. They prize their secrecy above all else, so any song dragon will be hesitant to reveal what they truly are. There are some who defy this status quo, however, and use their draconic form to claim power over others. Such individuals are hated by song dragon society and seen as crass brutes.

Lair and Lair Actions

Lair and Lair Actions

Song dragon's usually find themselves incorporated into humanoid societies and usually search for some slightly powerful positions. Through these positions, they usually find ways to build lairs hidden away from prying eyes, with the exceptions of those most trusted by the dragon. Their lair usually filled with various trinkets that are of varying rarity, yet the dragon rarely goes to look at its hoard as it knows its secret isbest protect by only disappearing when humanoid societies would normally be asleep.

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:

- A strange smell emanates from the dragon, causing any creature that is currently looking at the dragon has to make a DC 21 Wisdom saving throw or become charmed by the dragon for 1d4 - 1 minutes.

- The dragon starts softly singing, the sound reaching a radius of 60 feet from the dragon. Every turn, all creatures within range that can hear has to make a DC 23 Wisdom saving throw or become distracted and have to skip their turn. On a successful save, they ignore this effect for 1d4 turns.

- The dragon let's out a loud roar that shakes the room, loosening a few spikes built into the ceiling of the room. 3 creatures of the dragon's choice within 90 feet of it has to make a DC 21 Dexterity saving throw. On a failed save you take 45 (10d8) or half as much on a successful one.

Regional Effects.

The region containing a legendary song dragon's lair is warped by the dragon's magic, which creates one or more of the following effect:

- A veil of tranquility covers the land within 1 mile of the dragon's lair. This usually makes crime, aggression and violence rarer in the area.

- The dragon's lair is always well hidden and protected. This means that's there are certain places that will appear to lead to suspicious locations that have might have magical remnants that might make adventurers think that this might be the dragon's lair.

If the dragon dies, the veil of tranquility is lifted immediately and the magical remnants slowly disappear within 1d100 days.

BloodWolf202

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