Huge Dragon, Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 256 (20d12 + 133)
Speed 40 ft., Fly 80 ft., Swim 40 ft., Burrow 40 ft.
STR
28 (+9)
DEX
12 (+1)
CON
30 (+10)
INT
14 (+2)
WIS
13 (+1)
CHA
26 (+8)
Saving Throws STR +15, CON +16, CHA +14
Skills Intimidation +10, Perception +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Paralyzed, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 15
Languages Common, Draconic, Ignan, Terran
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Ignited Illumination. As a bonus action, the dragon can set itself ablaze or extinguish its flames. While ablaze, the dragon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are always green.

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

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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.

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

Fire Breath. The dragon exhales green fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon breaths a voltage wave in a 60-foot cone. Each creature in that area must succeed on a DC 21 Reflex saving throw or be paralyzed for 2d4 turns. 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 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Tungsten Dragon’s Lair

Tungsten dragons make their homes in extremely hostile environments, preferring to be away from the reach of people and maintain their strength. Most dwell in volcanoes, scorching hot deserts, or even on other planes of existence, specifically the elemental planes of Fire and Earth, as well as the outer planes of Acheron, Limbo, and Minethys of Carceri.

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:

  • The dragon releases high levels of tungsten particles into the air within a 60 foot radius, which deducts 2 from all creatures' (except the dragon) saving throws and attack rolls until initiative count 20 on the next round.
  • The pressure within 120 feet of the dragon suddenly changes drastically, knocking all creatures (except the dragon) prone for 3 turns, or a creature succeeds on a DC 15 fortitude save.
  • Some of the dragon's scales shoot off of the dragon and explode into barbs, flying everywhere. All creatures within 30 feet of the dragon (including the dragon), must make a DC 13 reflex saving throw.

Regional Effects

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

  • The air pressure is heightened to that of water pressure 5 feet below and swimming in water becomes unbearable. All creatures within a 2 mile radius speed decreased 10 feet. However, 4 miles from the lair, creature speed is only decreased 5 feet.
  • The average temperature within an 8 mile radius of the lair is always higher the temperature outside the radius. This change is gradual over time, being barely noticeable at the border but around 50 degrees hotter inside the lair. All creatures must succeed on a DC 18 fortitude and will saving throw every 5 turns or be incapacitated until treated.
  • All inorganic material within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

Habitat: Desert

DireMayonnaiseSandwich

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