Gargantuan Dragon, Chaotic Neutral
Armor Class 22 Natural Armor
Hit Points 625 (42d20 + 204)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
30 (+10)
Saving Throws DEX +10, CON +15, WIS +10, CHA +18
Skills Perception +9, Stealth +9
Damage Vulnerabilities Fire, Necrotic
Damage Immunities Acid
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 26
Languages Common, Draconic
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.

Food Poisoning. After any interaction with it's flesh or bodily fluids and/or damage from it's teeth or claws must make a DC21 Constitution saving throw or be poisoned and take 18 (2d10+7) poison damage. It's included in the damage for Bite and Claw attacks.

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 plus 7 (2d6) fire damage. The target must make a DC 21 Constitution save or take 18 (2d10+7) poison damage and be poisoned for 1d4 rounds due to food poisoning.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. The target must make a DC 21 Constitution save or take 18 (2d10+7) poison damage and be poisoned for 1d4 rounds due to food poisoning.

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 19 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.

Oil Spew (Recharge 5–6). The dragon exhales oil in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. The terrain now becomes difficult terrain for 1d8+10 rounds.

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.

Sauce Drink. The dragon drinks a bottle of creamy pepper sauce and heals 60 (1d100+20) hit points.

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 23 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.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Whatadragons lurk in frozen caves sitting atop piles of spicy ketchup packets, whataburgers, and sauce packets.

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:

  • Pools of sauce that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the sauce and knocked prone.
  • A cloud of hailing fries fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the area when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.

Regional Effects

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

  • The land within 6 miles of the lair takes twice as slow as normal to traverse, since the ground turns into dense snow.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, snow remains as it has fallen, but other effects fade over 1d10 days.

Habitat: Arctic

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