Gargantuan Dragon, Typically Neutral
Armor Class 23 (natural armor)
Hit Points 574 (30d20 + 270)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
12 (+1)
CON
29 (+9)
INT
22 (+6)
WIS
19 (+4)
CHA
26 (+8)
Saving Throws DEX +9, CON +17, WIS +12, CHA +16
Skills Perception +16, Stealth +7
Damage Immunities Radiant
Condition Immunities Blinded, Petrified
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Celestial, Common, Draconic
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

Light Immunity. The dragon is immune to light-based spells and effects such as prismatic spray spell or another Prismatic's Breath Weapon.

Unusual Nature. The dragon doesn’t need to eat, drink, sleep, or breathe.

Innate Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 23, +17 to hit with spell attack):

at will: dancing lightslight, faerie fire, daylight

1/day each: prismatic spray, sunburst

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: +17 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 10) piercing damage plus 24 (8d6) radiant damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 36 (8d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 42 (8d8 + 10) 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 23 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.

Prismatic Breath (Recharge 5-6). The dragon exhales prismatic energy in a 120-foot cone, which manifests as eight multicolored rays of light. Each creature in that area must make a DC 23 Dexterity saving throw. On a failed save, the creature takes 84 (14d12) damage of a type chosen by the dragon: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.

Bonus Actions

Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

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.

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 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Brilliant Breath (Costs 2 Actions). The dragon emits a beam of brilliant light flashing out in a 10-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Constitution saving throw. On a failed save, a creature takes 20 (5d8) radiant damage and is blinded until the start of the dragon's next turn. On a successful save, it takes half as much damage and isn't blinded.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

  • The dragon emits a pulse of bright light to a radius of 120ft centered on it. All darkness, magical or otherwise is dispelled within it and all creatures in the area must make a DC 19 Constitution save or be blinded until initiative count 20 on the following round.
  • Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 19 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

Habitat: HillMountain

Disasterleo01

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