Gargantuan Dragon, Typically Neutral
Armor Class 22 (natural armor)
Hit Points 481 (26d20 + 208)
Speed 40 ft., Fly 80 ft., Swim 60 ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws DEX +7, CON +15, WIS +10, CHA +12
Skills Perception +17, Stealth +7
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic, Primordial
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

Storm Affinity. When the weather is a thunderstorm, the dragon's scales glow electric yellow, and all lightning attacks made by the dragon deal 2d12 extra lightning damage. It also gains use of Lightning Scales.

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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 20 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.

Elemental Fusion (Recharge 6). The dragon uses it's Animated Breath, causing a water dragon to use its reaction to fuse and create a Charged Breath creature that is friendly to both dragons.

Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-­-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Animated Breath (Recharge 5–6) The dragon exhales lightning, creating a Animated Breath (lightning only) that is friendly to it and moves after the dragon.

Reactions

Lightning Scales. When a creature makes a successful melee attack roll against the dragon, the creature takes 2d10 lightning damage and if the weapon is metal, the creature must succeed on a DC 18 Con saving throw or the creature becomes paralyzed for 2 rounds.

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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The Ancient Storm Dragon is a bright gold dragon with few purple lightning bolt-shaped spots along it's spine. It has golden horns and tail spikes, and purple spine spikes. The dragon's love for golden objects has not changed over 8,001 years (or longer), as well as the dragon's love for topaz. These dragons are quite fond of books, and leap at the opportunity to read something new. They are friendly to gold, topaz, and water dragons, although water dragons are their favorites. They disagree with fire dragons and hate earth dragons.

Lair and Lair Actions

Storm dragons live on mountaintops and by the coast, using their lightning to influence the surrounding weather.

Thunderstorms often rage around a legendary storm dragon’s lair.

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:

  • The dragon casts Call Lightning, taking control of surrounding storms.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Regional Effects

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

  • Thunderstorms rage within 6 miles of the lair.
  • Air Elementals are drawn to the area and appear within 6 miles of the lair. They are friendly to the dragon.

If the dragon dies, the thunderstorms abate within 1d10 days, and the elementals disappear after 1d6 days.

Habitat: CoastalDesert

Jasper21034

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