Gargantuan Dragon, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 585 (30d20 + 270)
Speed 50 ft., Climb 50 ft., Fly 100 ft.
STR
30 (+10)
DEX
14 (+2)
CON
28 (+9)
INT
18 (+4)
WIS
16 (+3)
CHA
23 (+6)
Saving Throws DEX +10, CON +17, WIS +11, CHA +14
Skills Insight +11, Intimidation +14, Nature +12, Perception +19, Stealth +18
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 20 ft., Darkvision 300 ft., Truesight 60 ft., Passive Perception 29
Languages Common, Draconic
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: darkness, pass without trace, shield, mirror image, hunter's mark, moonbeam

1/day each: ravenous void, true polymorph, blade of disaster, foresight, invulnerability, psychic scream

Legendary Resistance. If the dragon fails a saving throw, it can choose to succeed instead. If it uses this feature again before the next dawn, it loses 29 hitpoints. Each time it uses this feature again before the next dawn, the hitpoint loss increases by 29.

Magic Weapons. The dragon's natural weapon attacks are considered +4 adamantine weapons.

Night Shadow. When the dragon is in dim light or darkness, it has advantage on stealth checks and it's speed is doubled. Additionally all of it's attacks deal maximum damage, and deal force damage rather than bludgeoning, piercing, or slashing (Included in attack).

Reflective Carapace. Any time the dragon is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon turning the caster into the target.

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: +22 to hit, reach 15 ft., one target. Hit: 30 (3d10 + 14) piercing damage. When in dim light or darkness, this attack instead does 44 force damage, or 74 on a critical hit.

Claw. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 24 (3d6 + 14) slashing damage. When in dim light or darkness this attack instead does 32 force damage, or 50 on a critical hit.

Tail. Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit: 27 (3d8 + 14) bludgeoning damage. When in dim light or darkness, this attack instead does 38 force damage, or 62 on a critical hit.

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 22 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.

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

Force Breath. The dragon lets out a blast of force in a 90-foot cone. Each creature in that area takes 60 force damage.

Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Rampage (Costs 3 Actions). The dragon moves up to half it's speed and then makes three claw attacks.

Lair and Lair Actions

A Lunar Dragon’s Lair

Lunar dragons lair in the cold arctic, or in other cases caverns in mountains. They dislike sunlight, but will often leave their lairs during the night. 

 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; these actions can only be used at night; the dragon can’t use the same effect two rounds in a row:

  • The dragon's teeth are coated in poison. The next time it makes a bite attack, the target must succeed on a DC 25 Constitution saving throw or take 45 (10d8) poison damage. A creature reduced to 0 hit points by this poison will not have to make death saves, but will be rendered unconscious for 8 hours and requires a greater restoration or wish spell to awaken it before then.
  • The dragon's carapace becomes more reflective. Until initiative count 20 on the next round, it has resistance to damage from spells.
  • The dragon causes unnatural darkness to cloud the surrounding area, causing any creature within 120 feet which does not have darkvision to be blinded until initiative count 20 on the next round.

Regional Effects

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

  • Within 6 miles of the lair, days are shorter as the sun seems to rise slower at dawn and fade quicker at dusk.
  • Within 1 mile of the lair, there is never more than dim ambient light, even during midday.
  • Within 1 mile of the lair, all forms of radiant damage will be reduced by half.

If the dragon dies, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/12/2024 7:42:43 PM
14
6
5e
Coming Soon

Habitat: ArcticMountain

Pocklion

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