Gargantuan Dragon, Neutral
Armor Class 20 (natural armor)
Hit Points 315 (18d20 + 126)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
STR
26 (+8)
DEX
12 (+1)
CON
24 (+7)
INT
17 (+3)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws DEX +7, CON +13, WIS +10, CHA +8
Skills Perception +16, Stealth +7
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Light Immunity. The dragon is immune to light-based spells and effects such as prismatic spray.

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 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) radiant damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 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 16 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.

Prismatic Breath (Recharge 5–6). The dragon exhales prismatic energy in a 90-foot cone, which manifests as eight multicolored rays of light. Each ray is a different color and has a different power and purpose. Each creature in that area must make a DC 22 Constitution saving throw, and each creature also rolls a d8 to see which color ray affects them:

  1. Red. The target takes 72 (16d8) fire damage on a failed save, or half as much damage on a successful one.
  2. Orange. The target takes 72 (16d8) acid damage on a failed save, or half as much damage on a successful one.
  3. Yellow. The target takes 72 (16d8) lightning damage on a failed save, or half as much damage on a successful one.
  4. Green. The target takes 72 (16d8) poison damage on a failed save, or half as much damage on a successful one.
  5. Blue. The target takes 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
  6. Indigo. On a failed save, the target is restrained. It must then make a DC 22 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
  7. Violet. On a failed save, the target is blinded. It must then make a DC 22 Wisdom saving throw at the start of the dragon's next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
  8. Special. The target is struck by two rays. It rolls twice more, rerolling any 8's.
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 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 Prismatic Dragon’s Lair

Prismatic dragons prefer quiet places to make their lairs, such as in a ruin or a forest. While they enjoy hunting, they are always aware not to use all the resources in any given area. While enjoying meat, they can also gain sustenance from light sources, such as the sun. It is not known for low long a prismatic dragon can survive on light sources alone before having to eat. 

A prismatic dragon's innate magic makes light and color more vivid in the area around its lair and passive illusory magic leads travelers around the lair and select individuals towards it. They enjoy the company of humanoids and will frequently direct people to their lairs with whom they are interested in meeting.

Prismatic dragons can detect intruders in their lair my sensing where the light falls on their land.  Rainbows are also much more common in the area around its lair, with rain frequently falling just when the light is hitting at the correct angle. 

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:

  • A pattern of twisting colors that weaves through the air inside a 30-ft cube centered on a point the dragon can see within 120 feet of it. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a DC 22 Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
  • The passive illusions surrounding the prismatic dragon coalesce. The dragon can change the appearance of any number of creature that it sees within range. It gives each target a new, illusory appearance. An unwilling target can make a DC 15 Charisma Saving Thrown, and if it succeeds, it is unaffected by this spell. The spell disguises appearance and gear and can make each creature seem 1 foot shorter or taller and change stature but not body type and do not hold up to physical inspection. A creature can use its reaction to inspect a target and make a DC 22 Intelligence check. If it succeeds, it becomes aware that the target is disguised. The target last for 1 hour unless dispelled.
  • The dragon taps into the nightmares of a creature it can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a DC 22 Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
  • The dragon becomes invisible at the same time that an illusory double of it appears where it was standing. The dragon can move up to 30 feet away when this lair action is taken. The double lasts for the duration, but the invisibility ends if the dragon attacks or casts a spell. It can use its action to move its illusory double up to twice its speed and make it gesture, speak, and behave in whatever way you choose.

Regional Effects

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

  • Light and color are more vivid within 6 miles of the dragon’s lair.
  • Illusory magic diverts unwanted visitors from visiting. A DC 22 Survival check can find the dragon's lair, as well as spells such as Find the Path combined with knowledge of the dragon's existence. The dragon can also lead people to its lair, with a DC 22 Survival check to prevent the party from being led off course.
  • Within 6 miles of the dragon's lair, rain only falls when it will create rainbows from the angle of falling sunlight.

If the dragon leaves its lair or dies, these effects fade within 1 day.

Habitat: Forest

kalasie

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