Gargantuan Dragon
Armor Class 35
Hit Points 336 (23d12 + 105)
Speed 60 ft., Burrow 40 ft.
STR
30 (+10)
DEX
18 (+4)
CON
26 (+8)
INT
9 (-1)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws WIS +11
Damage Resistances Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire
Condition Immunities Deafened, Frightened, Paralyzed
Senses Darkvision 60ft, Tremorsense 60ft, Passive Perception 12
Languages --
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits
Legendary Resistance (3/Day). If the diablos fails a saving throw, it can choose to succeed instead.

The Devils Rage. For Every Hit-point Dealt to the the diablos it adds that damage to the damage of its attacks

Actions
Multiattack. The diablos makes three Horn attack and two Tail attack.
Horn. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 47 (8d10 + 10) piercing damage.
Tail. Melee Weapon Attack. +18 to hit, reach 10ft., three target. Hit: 39 (8d8+ 10) bludgeoning damage.
Violent Roar. (Recharge 3-4). The diablos roars loudly. Each creature within 30 feet of the diablos must make a DC 25 Constitution saving throw, taking 80 (20d8) thunder damage and be deafened for 1 minute on a failed save, or half as much damage and isn't deafened on a successful.

Steam Tornado. (Recharge 3-5 turns) The Diablo Jumps up into the air and lands down on the party they must make a DC 23 Dex Check or be hit by the steam tornado and take (40) 8d10 bludgeoning and 24 (6d8) fire damage or half if they succeed. After this attack the terrain within 30ft of the diablos is now difficult terrain and ranged weapons have disadvantage within 60ft.

Bonus Actions
Underground Charge. The diablos makes one horn attack against a creature if it moved at least 20 feet straight toward it, while underground.
Legendary Actions
The diablos 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 diablos regains spent legendary actions at the start of its turn.
Attack. The diablos makes one Horn or Tail attack.
Dig. The diablos burrows underground and moves up to half its burrow speed.
Quake. (Costs 2 Actions). The diablos strikes the ground with its maul like tail, triggering a tremor. Each creature on the ground within 60 feet of the diablos must succeed on a DC 21 Strength saving throw or be knocked prone.
Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Fluffyfuz

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