Gargantuan Dragon, Chaotic Good
Armor Class 20 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
25 (+7)
DEX
12 (+1)
CON
23 (+6)
INT
19 (+4)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +7, CON +12, WIS +9, CHA +10
Skills Deception +10, Perception +14, Stealth +8
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.

Outshine the Eager. At initiative count 20, the dragon may force one creature within 60 ft. that it can see to make a DC 17 Charisma saving throw. On a failed save, the dragon trades initiatives with it.

Jester's Fury. Whenever one or more creatures within 60 ft. fail to laugh at a humorous comment or pun made by the dragon, it rolls to recharge its breath weapon with disadvantage.

Unfettered Wings. The dragon has advantage on saving throws against being paralyzed, restrained and stunned, and on ability checks to escape a grapple.

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: +12 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) piercing damage + 1 acid damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 20 (2d12 + 7) 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 18 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.

Acid Breath. The dragon exhales acid in an 65-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 76 (17d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 65-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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.

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The dragon can innately cast the following spells, requiring only verbal components:

At Will: friends, message, sleep, detect thoughts, Tasha's hideous laughter

2/day each: lesser restoration, phantasmal force, stone shape, charm monster, stinking cloud, major image

Reactions

Heckler's Veto. As a reaction to a creature it can see within 60 ft. casting a spell, the dragon forces the creature to make a DC 16 saving throw using the creature's spell casting ability. On a failed save, the spell fails.

Banter. The dragon offers a humorous comment or pun on an action a creature within 60 ft. took on its previous turn. The creature may use its reaction to reply with a humorous comment or salient pun of its own. If it does, both the creature and the dragon have advantage on the next attack or saving throw they make in the next minute. If it fails to do so, the creature has disadvantage on the next attack or saving throw it makes in the next minute.

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.

False Wall (Costs 2 Actions). The dragon raises an illusory wall of opaque stone, 25 ft. high and 20 ft. long, 55 ft wide. A creature that attempts to pass through must succeed on a DC 18 Intelligence saving throw to do so. A creature that knows the wall is an illusion makes this save at advantage.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Same as Adult Copper Dragon but all Save DCs increased by 2 and +3 to all damage dealt by Lair Actions.

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2023 8:35:27 PM
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Coming Soon

Habitat: Hill

Dragonekillax2

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