Gargantuan Dragon, Lawful Evil
Armor Class 22 (natural armor)
Hit Points 533 (26d20 + 260)
Speed 60 ft., Fly 120 ft., Burrow 60 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
21 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +10, CON +18, WIS +13, CHA +16
Skills Insight +13, Intimidation +18, Perception +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Force
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 31
Languages Common, Draconic
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Great 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 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.

Legendary Resistance (4/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: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.

Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (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 only have one creature grappled this way at a time.

Tail. Melee Weapon Attack: +86 to hit, reach 25 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

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

Warped Energy Breath. The greatwyrm exhales a blast of energy 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 104 (16d12) force damage. On a successful save, the creature takes half as much damage.

Repulsion Breath. The greatwyrm exhales repulsion energy in a 60-foot cone. Each creature in that area must succeed on a DC 26 Strength saving throw. On a failed save, the creature is pushed 60 feet directly away from the greatwrym. If the creature strikes a surface it takes 1d8 bludgeoning damage for each 10 feet it moved rounding down. If it strikes another creature the damage is split evenly between the two and the movement ends.

 

Legendary Actions

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

Attack. The greatwrym makes a claw or tail attack.

Wing Attack (Costs 2 Actions). The greatwrym beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwrym can then fly up to half its flying speed.

Desiccation Aura (Costs 2 Actions). The greatwrym draws moisture from its surroundings. All creatures within  30 feet of the dragon must succeed on a DC 26 Constitution saving throw or take one level of exhaustion. 

Mythic Actions

If the greatwyrm’s Great Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Bite. The greatwyrm makes one Bite attack.

Shrapnel Storm (Costs 2 Actions). The greatwyrm stirs sharp cinders, stones, and debris around it . Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) piercing damage and 22 (5d8) force damage. Additionally, any creature in flight that fails this save is forced harmlessly to the ground in a space of their choice within the sphere.

Lair and Lair Actions

A Wasteland Greatwrym's Lair

Dark-tempered beasts rule the blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. The lair may be the remains of a volcanic caldera, meteor impact, or similar site of calamitous devastation.

Lair Actions

On initiative count 20 (losing initiative ties), the greatwrym takes a lair action to cause one of the following effects:

  • The greatworm creates a magical cloud of dust originating at a point within the lair as with the fog cloud spell. The cloud lasts until initiative count 20 on the next round.
  • A thunderclap originates at a point the greatworm can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 20 Constitution saving throw or take 10 (2d10) thunder damage and be deafened until the end of its next turn.
  • The greatwrym causes sharp shards of broken stone to fill an area within the lair as with the spike growth. The damage for this effect is increased to 2d8 for this effect and the ground is not camouflaged. The effect lasts until imitative count 20 on the next round.

Regional Effects

The region containing a Wasteland Greeter's lair is warped by the it's presence.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. The dragon has a tendancy to supress
  • Surface water in the area evaporates at double the rate it otherwise would, and any saving throws related to dehydration are made with disadvantage.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: DesertMountain

DMBlazo

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