Gargantuan Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
22 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +8, CON +12, WIS +9, CHA +10
Skills Deception +8, Insight +7, Perception +11, Persuasion +8, Stealth +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance 3/day. Whenever the dragon fails a saving throw it can choose to succeed instead

Undeath. The Dragon does not require Air to breathe 

Regenerate. At the beginning of its turns if the dragon has not been struck with radiant damage it regains 20hp

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: +15 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 8) piercing damage plus 10 (3d6) Necrotic damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17  (2d8 + 8) 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 19 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.

 Corrupted Darkness Breath (Recharge 5–6). The dragon exhales a black corrupt gas in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. The area is covered by magical darkness for a round as if the darkness spell has been cast in the area. 

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.

Darkness Shift. The dragon opens a portal to the Dark allowing it to move its full movement to another point in the space it is aware of and make a bite attack  

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.

Description

The scars of the dawn war are still carved into the flesh of the land, rotting battlefields are filled with magic that has festered and twisted into something it never was. Many creatures have been affected but none more so than the fallen forms of primordial dragons. The corruption has stolen the body when the spirit has long departed making them violent creatures of rage and pain, nothing like what they were in life. 

Lair and Lair Actions

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:

  • A 30 foot diameter circle the dragon can see within 120 feet turns to a pit of darkness. Any creature caught within this area but succeed on a DC 15 dexterity saving throw or be sucked into the Dark, a space between planes, taking (2d6) cold damage on their turn and(2d6) force damage when they’re spit out on initiative 20 of the next round. 

  • The dragon rears back slamming its front feet into the ground and pieces of The Dark break through in a 30 foot diameter area within range it can see making the area difficult terrain and forcing any creatures within the area to make a dc 15 dexterity saving throw or take (3d6)piercing damage. The effect remains until the dragon dies or uses this lair action again
  • Magical darkness billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Constitution saving throw or be blinded by the dragon until initiative count 20 on the next round.

Monster Tags: undead

Habitat: ForestMountain

PowerhouseNerd

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