Gargantuan Dragon, Neutral Evil
Armor Class 21 Natural armor
Hit Points 542 (35d12 + 315)
Speed 80 ft., Walk 40 ft., Burrow 40 ft.
STR
28 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
20 (+5)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws DEX +7, CON +15, WIS +10, CHA +10
Skills Deception +10, Insight +10, Perception +17, Stealth +7
Damage Immunities Force
Condition Immunities Charmed, Grappled, Paralyzed, Petrified, Restrained
Senses Blindsight, Darkvision, Passive Perception 27
Languages Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

Innate Spellcasting. The dragon’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no material components:

1/day each:  greater invisibility, forcecage, imprisonment, maze, Otiluke’s resilient sphere

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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) force damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 16 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.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Force Breath. The dragon exhales with disruptive force in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw, taking 80 (20d8) force damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 23 Wisdom saving throw or take a -2 penalty on all saving throws, attack rolls, ability checks, and skill checks 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.  

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 25 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A denizen of the Tarterian Realm of Carceri, the tarterian dragon is the largest and strongest of the fiendish dragons. Its face and body are both long and skeletally gaunt. Their skin appears to hang over the body, and is shaded in bands of black and gray, with an occasional line of olive green in between. Their sharp claws and teeth are pure black, and their eyes glow with a feral green light. Though their wings appear to be torn and tattered, the dragon can still fly well. Living in Carceri, this dragon's lair appears to be like a prison, and it loves to create that image wherever it goes. Normally, it will feed on the evil fiends and condemned souls that inhabit their plane, but won't miss an opportunity to eat any other organism. Ironically, they are polite, well mannered, and soft-spoken. These fiendish dragons are not about honor, and will do anything to win. Their preferred method of fighting is to separate their opponents so they can then pick them off one by one as opposed to fighting them in a group.

Lair and Lair Actions

Enter a description of your monster's lair here.

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:

  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until 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.
  • The dragon creates an invisible wall of force 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 acid, psychic, and necrotic damage, and immunity to fire, cold, poison, radiant, and lightning damage. The use of disintegrate destroys this wall instantly. The wall disappears when the dragon uses this lair action again or when the dragon dies.
  • A gate to a different dimension is created within 120 feet of the dragon. Any creature within 10 feet of the gate must make a strength saving throw DC 15 Strength saving throw or be sucked through it to the other dimension, and the gate then closes. The creature is stuck in this dimension for 1 round, before it is deposited in the material plane exactly where is entered from. If there is an object or creature in the way, the creature is instead deposited as close to the original location as possible.

Regional Effects

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

  • Dark mists lightly obscure the land within 6 miles of the dragon’s lair.
  • There is a sense of depression and hopelessness that thickens the air and pervades the minds of all who venture into the area within 2 miles of the dragon’s lair.
  • Within its lair, the dragon can set illusory sounds and sights. Sounds include eerie music and tormented sobbing, heard in various parts of the lair, and the dragon makes it seem as if there are iron bars closing off passageways and caverns, making the place look like a prison.

If the dragon dies, these effects fade over the course of 1d10 days.

Zekayne

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