Gargantuan Dragon (Chromatic), Typically Neutral
Armor Class 23 (natural armor)
Hit Points 530 (27d20 + 246)
Speed 60 ft., Burrow 60 ft., Fly 120 ft., Swim 60 ft.
STR
30 (+10)
DEX
18 (+4)
CON
29 (+9)
INT
30 (+10)
WIS
24 (+7)
CHA
30 (+10)
Saving Throws DEX +12, CON +17, WIS +15, CHA +18
Skills Arcana +26, History +18, Insight +22, Perception +25
Damage Resistances Damage from Spells
Damage Immunities Fire, Radiant
Senses Truesight 150 ft., Passive Perception 25
Languages Common, Draconic, Primordial
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates.

Legendary Resistance (5/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.

Unusual Nature. The greatwyrm doesn’t require food or drink.

Actions

Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 10) piercing damage plus 16 (3d10) force damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.

Breath Weapon (Recharge 4–5). The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 77 (12d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.

Tiamats mind grab. The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they’re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can repeat the saving throw, ending the effect on itself on a success.

At the end of the greatwyrm’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them.

Spellcasting (Psionics). The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 26, +18 to hit with spell attack):

5/day each fireball, counterspell

3/day each sunbeam, crown of stars

1/day each: dispel magic, forcecage, plane shift, reverse gravity, time stop, sunburst

Bonus Actions

Change Shape. The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step. The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it.

Legendary Actions

The greatwyrm can take 5 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 greatwyrm regains spent legendary actions at the start of its turn.

Claw. The greatwyrm makes one Claw attack.

Psionics (Costs 2 Actions). The greatwyrm uses Psychic Step or Spellcasting.

Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.

Illuminate (Costs 5 Actions). The greatwyrm musters its power into a massive burst that bathes the world in light. Any creatures who fail the DC 25 Dexterity save, non-magical structures, and the terrain take 99 (9d20) radiant damage and any terrain applicable is destroyed and becomes rough terrain. Any creature within 500ft must make the same save but takes half of the damage that creatures within 100ft would have taken. 

Description

Airemitne (pronounced: Air-i-mit-nee) or King Light in draconic is a veritable powerhouse in terms of raw strength. He was born as a mind spawn of Tiamat, created from her very thoughts with a single deadly purpose. He is no slave to darkness any longer, for he has broken any ties to the dark god long ago and has lived for centuries in the mountain peaks of the Dragonhall. Airemitne is unique in that he is perhaps the only chromatic dragon to breath light itself. Other distinct traits are his double hooped horns and reflective off white scales that when Airemitne uses his breath of light, shine a translucent blue and in some places break to allow recoil flames to be ejected out the spinal chord to balance the dragon when using the breath weapon midair. 

Airemitne had many famous conquests throughout his approximate 3000 years of life, notably the Destruction of Hadrisil, which left the capital of the soon to be Duurmak Empire in a molten crater, the Sacking of Mordello in which he sank the entire faldalian fleet, and the burning of Nbesh where he turned the entire city to glass while making off with its treasury. Other notable scraps were when he was nearly killed by Illifargoth the mountaineater some 1200 years ago and when he killed the avatar of demogorgon when he entered the material plane 700 years ago. His most famous to the scholars of the realm is when he killed and ate a Tarrasque, devastating a massive swaths of land and crushing several cities.

Nobody truly knows where the stash of Airemitne sits or what might lie in it, but from the stolen goods across the realms we can estimate that Airemitne has somewhere between 10,000 and 100,000 platinum and near 2,000,000 gold pieces. Magic items include several sets of Scale Mail +1-3, Adamantine Plate and Mithril Plate, a Rod of Lordly Might, 13 Dragons Wrath Weapons at Ascendant, 11 Dragon-Touched Focuses at Ascendant Tier, 5 Scaled Ornaments at Ascendant Tier, and several other lower tier magical items. 

tophatdragon

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