Gargantuan Dragon, Unaligned
Armor Class 20 Natural Armor
Hit Points 437 (25d20 + 175)
Speed 30 ft., Swim 30 ft.
STR
24 (+7)
DEX
16 (+3)
CON
25 (+7)
INT
12 (+1)
WIS
15 (+2)
CHA
9 (-1)
Saving Throws CON +15, INT +9, WIS +10, CHA +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Blindsight 120ft, Passive Perception 12
Languages Draconic
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (4/Day). If the dire miralis fails a saving throw, it can choose to succeed instead.

Magic Resistance. The dire miralis has advantage on saving throws against spells and other magical effects.

Magma Armor. While the dire miralis is below half of its maximum hp, its body cools and it gains a +6 bonus to its AC.

Siege Monster. The dire miralis deals double damage to objects and structures.

Actions

Multiattack. The dire miralis makes two claw attacks. Or it makes two magma glob attacks.

Claw. Melee Weapon Attack. d20+15 to hit, reach 15 ft., one target. Hit: 25 (4d8+7) slashing damage.

Magma Glob. Ranged Weapon Attack. +15 to hit, reach 60/240 ft., one target. Hit: 38 (7d10) fire damage and the space it is in, is covered in lava for 24 hours before cooling. On a miss, an unoccupied space within 5 feet of the target is covered in lava. The lava ignites flammable objects in the area that aren't being worn or carried and creatures that starts its turn in the lava or enters the space for the first time on a turn, takes 11 (2d10) fire damage.

Crush. The dire miralis slams its body on the ground in a 40-foot square in front of it. Each creature in that area must succeed on a DC 23 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 18 (4d8) bludgeoning damage plus 31 (7d8) fire damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the dire miralis's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dire miralis's space.

Greater Fireball (Recharge 5-6). The dire miralis exhales a massive fireball which explodes at a point it can see within 150 feet of it. Each creature in a 25-foot radius sphere centered on that point must make a DC 23 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dire miralis 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 dire miralis regains spent legendary actions at the start of its turn.

Move. The dire miralis moves up to its speed without provoking opportunity attacks.

Tremor. The dire miralis stomps on the ground sending a tremor out in a 60-foot radius around it. Each creature in that area must succeed on a DC 23 Dexterity saving throw or be knocked prone.

Magma Attack (Costs 2 Actions). The dire miralis makes a magma glob attack.

MisterStasi

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