Gargantuan Dragon, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws STR +18, DEX +8, CON +17, WIS +10, CHA +14
Skills Perception +9, Stealth +14
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Abyssal, Common, Draconic, Infernal, Telepathy
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Living Shadow.  While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Actions

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

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage.

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

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Shadow Breath (Recharge 5-6). The dragon exhales pure shadow energy in a 90 foot cone. Each creature in that area must make a DC 24 Dexterity or Wisdom saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.

Reactions

Bloodied Breath. Upon being brought down to half health, the dragon gets it's breath weapon back and may immediately use it.

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.

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 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

 

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:

  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere untill the dragon 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.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. to escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with the creature and cause it to have horrible nightmares and relive past memories. The creature remembers its nightmares upon waking.  
  • Ghostly images of dead loved ones and friends haunt the ruins and surrounding area within 1 mile of the dragon's lair, These illusions move, converse and appear real, although a successful DC 23 Intelligence (investigation) check. Any physical interaction with an image reveals it to be an illusion.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

    If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

Kralek

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