Gargantuan Dragon, Lawful Evil
Armor Class 22 (natural armor)
Hit Points 506 (28d20 + 212)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
20 (+5)
CON
27 (+8)
INT
15 (+2)
WIS
10 (+0)
CHA
27 (+8)
Saving Throws DEX +12, CON +15, WIS +7, CHA +15
Skills Perception +18, Stealth +7
Damage Resistances Lightning
Damage Immunities Fire, Radiant
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (2d12) fire 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 with 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.

Plasma Breath (Recharge 5–6). The dragon exhales plasma in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 24 Constitution saving throw, taking 82 (12d12) radiant damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails the saving throw is blinded for 1 minute. The save can be repeated at the end of the creature's turn to shake the effect with a DC of 10.

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

These dragons are a mix of the fabled Red and Blue Dragons. On their heads they carry three large horns, one in the middle and one on either side. The horns are referred to by the dragon as its crown, and the Magenta Dragon enjoys crafting glass jewelry for them. Unlike its parents, the magenta dragon has only a few spikes. Most of its body is smooth, reflecting light that shines on it.

Ancient Magenta Dragons are infinitely vain creatures, they only truly love themselves and beautiful art. Despite their evil nature, they believe themselves to be benevolent and even godlike. One of the only times Magenta Dragons interact with other creatures is when they search out art by the most talented artisans or when they wish to invite other powerful beings to witness their own creations. While not necessarily hostile towards anyone, it quickly becomes aggressive if it does not get what it desires. They mostly spend their time crafting new sculptures and structures, refining their art to perfection.

Lair and Lair Actions

A Magenta Dragon’s Lair

Magenta Dragons commonly form their lair in deserts. They craft beautiful structures of brilliant glass using the sand and their Plasma Breath. Inside the lair, they use a rather simple layout, digging large hallways decorated with glass structures and streams of melted rock. The light brimming from the magma gets reflected and amplified by the glass, bathing the interior in a calming reddish-orange light. Most rooms purpose is to exhibit beautiful works of art, mostly created by the dragon, some gathered from skilled artists from around the world.

The main lines of defense of the lair are the crystal spikes covering the ground and the unbearable heat.

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 emits intense heat in a 60-foot radius around it. Each creature within the area must succeed on a DC 14 Constitution saving throw, or get one level of exhaustion. Creatures with fire resistance gain advantage on the saving throw, while creatures with fire immunity are not affected at all.
  • The beauty of the shining interior and the majesty of the dragon mesmerize any one creature capable of seeing them. The creature must succeed a DC 15 Wisdom saving throw or be charmed until the next initiative count 20.
  • An illusion of the dragon appears within 120 feet of the dragon. The illusion acts like a reflection of the dragon, moving and attacking with it. Any creature relaying on vision must succeed a DC 15 Wisdom saving throw or be unable to discern the real dragon from the illusion. Such a creature has a 50% chance to attack the illusion instead, and the dragon has advantage attacking them. Once they take damage from the dragon, this effect ends. On the next initiative count 20, the illusion fades.

Regional Effects

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

  • Incredibly high temperatures and tense air are common within 6 miles of the lair.
  • No water sources exist within 1 mile of the lair, and due to the unbearable heat, any water in unprotected inventories starts to disperse within 1 hour in this area.
  • Colorful, sharp glass spikes ranging from tiny to large cover the ground within 1 mile of the dragon’s lair, creating difficult terrain and dealing damage to land-bound creatures without decent protection. Beautiful glass structures and statues decorate the landscape.

If the dragon dies, the heat fades over the course of 1d10 days. Any glass remains where it is.

Habitat: ForestGrassland

JimmyTheCat

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