Gargantuan Dragon, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 364 (22d20 + 154)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
17 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +6, CON +13, WIS +9, CHA +11
Skills Perception +12, Stealth +5
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Aragauthos fails a saving throw, she can choose to succeed instead.

Spellcasting. Aragauthos is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Aragauthos has the following wizard spells prepared:

Cantrips (at will): gust, prestidigitation

1st level (3 slots): color spray, faerie fire, magic missile

2nd level (2 slots): flaming sphere, phantasmal force

Actions

Multiattack. Aragauthos can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of Aragauthos' choice that is within 120 feet of her and aware of her 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.

Lightning Breath (Recharge 5–6). Aragauthos exhales lightning in a 100-­foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 77 (14d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Aragauthos 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. Aragauthos regains spent legendary actions at the start of its turn.

Detect. Aragauthos makes a Wisdom (Perception) check.

Tail Attack. Aragauthos makes a tail attack.

Wing Attack (Costs 2 Actions). Aragauthos beats her wings. Each creature within 10 feet of her must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Aragauthos can then fly up to half her flying speed.

Description

Aragauthos was trapped by Halaster long ago, and she cannot escape by physical means. The surrounding rock is too hard for her to burrow through, her lightning bolts bounce right off the walls and floor, and she does not know spells which will allow her to escape out to the river. Halaster taunted her by saying that the glowing throne generates a magical gate that exits the dungeon—reaching a point two thousand feet above the spire of Mount Waterdeep; according to Halaster, the gate will only operate when Aragauthos has piled seventy-six intact human skulls on the throne’s seat—there are forty-two there right now. Halaster is lying, of course, but Aragauthos, in her desperation to be free, doesn’t realize that.

Lair and Lair Actions

Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.

Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.

A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.

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:

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
  • 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.

 

Habitat: CoastalDesert

1WngdAngel

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