Gargantuan Dragon, Typically Neutral
Armor Class 23 (natural armor)
Hit Points 300 (30d12 + 85)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
14 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
23 (+6)
WIS
21 (+5)
CHA
17 (+3)
Saving Throws DEX +10, CON +9, WIS +13, CHA +11
Skills History +20, Perception +11
Damage Immunities Acid, Necrotic
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages All, Common, Draconic
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The dragon can breathe air and water.

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

can cast any spell  and has 40(level 1 spell slots) 30(level 2 spell slots) 25(level 3 spell slots) 23(level 4 spell slots) 20(level 5 spell slots) 18(level 6 spell slots) 16(level 7 spell slots) 10 (level 8 spells) 5(level 9 spells)

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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.

Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Necrotic Breath (recharge 5-6). The dragon exhales necrotic in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.

 

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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Book dragons dwell in ancient libraries, vaults, and far away from civilization. A book dragon’s lair is an ancient ruin that holds priceless knowledge filled with magic, lore, and treasures. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Nothing lives in this lair but the dragon and sometimes younger book dragons that seek knowledge and pledge themselves as students.

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:

  • Piles of books and scroll that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a mound must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the air and knocked prone
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

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

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the piles of books and treasure stack unstably.

Previous Versions

Name Date Modified Views Adds Version Actions
6/13/2023 3:10:36 AM
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Coming Soon
Flametoung

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