Gargantuan Dragon, Any Alignment
Armor Class 20 (34 with Deflecting Force)
Hit Points 517 (22d20 + 286)
Speed 60 ft., fly 250 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws DEX +9
Skills Arcana +23, Intimidation +23, Perception +23, Stealth +9
Damage Immunities Force
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 33
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Epic Might: The force dragon's Strength, Constitution, Intelligence, Wisdom & Charisma are all above 30.

● Its Strength score is 51, giving it a strength bonus of +20.

● Its Constitution score is 37, giving it a Constitution bonus of +13

● Its Intelligence score is 38, giving it an intelligence bonus of +14

● Its Wisdom score is 39, giving it a Wisdom bonus of +14

● Its Charisma score is 38, giving it a Charisma bonus of +14

Unstoppable Force(Recharges after a Short or Long Rest): If the Dragon would be reduced to 0 hit points, it current hit point total instead resets to 380 hit points, regains any expended uses of Legendary Resistance & recharges its Breath Weapon. Additionally, the dragon can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the Adult Force Dragon after Unstoppable Force activates.

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

Magic Weapons: The force dragon's attacks are magical.

Deflecting Force: A force dragon is protected at all times by a shield of magical force, and adds its Charisma modifier to its armor class. This effect can be disrupted by Dispel Magic but resumes at the start of the dragon’s next turn.

Overwhelming Critical: If the Dragon makes an attack role, and the result is twice the target's armor class or higher, the attack becomes a critical hit.

Force Attunement: The Force Dragon can move through constructs made of magical force as if they were difficult terrain.

Blurred Visage: The Force Dragon is constantly under the effect of a Blur Spell. This effect can be disrupted by Dispel Magic but resumes at the start of the dragon’s next turn

Spellcasting: The Dragon is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 31, +23 to hit with spell attacks). The Dragon has the following Wizard spells prepared:

Cantrips (at will): Blade Ward, Mage Hand, Message, Minor Illusion, Shocking Grasp(17th Level) 

1st level (4 slots): Absorb Elements, Alarm, Comprehend Languages, Detect Magic, Expeditious Retreat, Identify, Jim's Magic Missile, Magic Missile, Sleep

2nd level (3 slots): Arcane Lock, Detect Thoughts, Invisibility, Knock, Locate Object, Mirror Image, Nystul's Magic Aura

3rd level (3 slots): Ashardalon's Stride, Clairvoyance, Counterspell, Dispel Magic

4th level (3 slots): Banishment, Dimension Door, Greater Invisibility

5th level (3 slot): Bigby's Hand, Mislead, Telekinesis

6th level: (1 slot): Globe of Invulnerability

7th level: (1 slot): Plane Shift, Mirage Arcane, Forcecage

8th level: (1 slot): Demiplane

9th level: (1 slot): Shapechange

Innate Spellcasting: The Force Dragon can innately cast the following spells, requiring no material components. Its spellcasting ability is Charisma (Save DC 31)

3/Day Each: Otiluke's Resilient Sphere, Wall of Force

Actions

Multiattack: The Dragon uses its frightful presence, and then makes three attacks, one with its bite, and two with its claws.

Bite: Melee Weapon Attack: +29 to hit, reach 15 ft., 1 target. Hit: 34 (4d6 + 20) piercing damage. 

Claw: Melee Weapon Attack: +29 to hit, reach 10 ft., 1 target. Hit: 29 (2d8+ 20) slashing damage.

Tail: Melee Weapon Attack: +29 to hit, reach 20 ft., one target. Hit: 29 (2d8 + 20) bludgeoning damage. If the target is a creature, it must succeed on a DC 35 Strength saving throw or be knocked prone.

Force Breath(Recharge 5-6): The Dragon breathes magical force in a 300-foot cone. All creatures within the cone must succeed on a DC 30 dexterity save or take 195 (30d12) force damage (Half on a success).

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 31 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.

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 30 feet of the dragon must succeed on a DC 35 Dexterity saving throw or take 27 (2d6 + 20) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

If the dragon’s Unstoppable Force trait has activated in the last hour, it can use the options below as legendary actions.

Minor Casting: The Force Dracon uses a cantrip

Major Casting(Costs 2 Actions): The Dragon casts a leveled spell

Crush: Melee Weapon Attack: +29 to hit, reach 10 ft. 1 target. Hit: 34 (4d6+20) bludgeoning damage and if the target is a creature, they must succeed on a DC 35 constitution save, or be stunned until the end of their next turn.

Description

   Force Dragons are beings of pure magical energy, surpassing even Red & Gold dragons by a considerable degree. Right from birth, they can channel pure magic into their fangs, and pass harmlessly through magical barriers. Newly hatched force dragons had translucent scales that resembled shimmering diamonds. As they grow, they learn to channel this into a constant Blur spell, which evolves naturally into true invisibility.

  In general, force dragons do not have any interest in talking to other races, judging all of them inferior to their own. The only other beings respected by force dragons are prismatic dragons and some deities.

   It's rare for force dragons to start a fight, but they defend their territories with relentless fury until every trespasser is killed or driven away. Their natural ability to manipulate force makes it easy for them to deflect incoming attacks. They're extremely hard to hit, with tough natural scales reinforced by a constant magical shield.

Epic Dragons: There are four species of dragons that make up a separate faction, not just apart from Chromatic, Metallic & Gem Dragons, but completely above them. These creatures come out of their eggs with powers & abilities that most dragons don't get until they reach maturity, and by the time an epic dragon reaches adulthood, even the mightiest Red or Gold Greatwyrm wouldn't dare challenge it. The ancients & greatwyrms among epic dragons posess powers that surpass most gods, including Bahamut & Tiamut, who had no hand in their creation & hold no authority over them. Only the draconic overgod Io can control these creatures, and only he knows their origins for certain.

   While the power levels between the 4 species vary, they're all immense in both size and strength. Most normal dragons who've lived a few centuries are aware of the existence of epic dragons, and do their best to ignore them, since such beings makes them feel small, an uncomfortable feeling for apex predators. Epic dragons don't conform to any specific alignment, and may be good or evil, chaotic or lawful. Regardless of philosophical differences, metallic & chromatic dragons will never target an epic dragon in the manner they do each other, attempting to eliminate them or steal their horde, even in the case of the very young ones they might have a chance against. They know if they kill the wrong wyrmling, an ancient could scorch their world bare in retaliation, and no power on the Material Plane could stop it.

Lair and Lair Actions

  Force Dragon can make their lair in almost any environment, but prefer underground caves. They tend to gravitate towards places with strong natural magic, where the Weave is thick. They can sustain themselves on such arcane energy, and while it doesn't completely eliminate their need for physical food, it greatly reduces it, when otherwise such massive creatures would pick an entire region bare within months.

Lair Actions

On initiative count 20 (losing initiative ties), the Force 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 bubble of telekinetic force wraps around a creature or object of the dragon’s choice that is Huge or smaller. An unwilling creature may attempt a DC 20 dexterity save to avoid being trapped within the sphere. The sphere exists until initiative count 20 on the next round, and the dragon can move the sphere up to 100 feet as a bonus action on its turn, if the contents weigh less then 5,000 pounds. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
  • The Dragon activates, or deactivates the forcefield around its inner sanctum, a permanent barrier of magical force that functions similarly to the Forcecage spell, but can be a cube up to 500 feet on any one side, or a sphere with a radius of 250 feet, has no duration limit, and forces creatures attempting to enter the fields area to make the same save as if they were attempting to leave (DC 20). The Dragon can alter the barrier to pass through unworked, nonmagical stone without cutting through it.
  • One creature of the dragon’s choice within the lair must succeed on a DC 20 Charisma save, or become invisible for the next minute. This effect can be dispelled as a 5th level spell. While invisible in this manner, a creature has disadvantage on attack rolls, and vulnerability to radiant & force damage.

Regional Effects

The region containing a legendary force dragon’s lair is suffused with its magic, which creates one or more of the following effects:

  • Within 50 miles of the lair, spells can be cast without somatic components.
  • Within 30 miles of the lair, creatures that would normally only regain spells on a long rest can do so on a short rest.
  • Within 10 miles of the lair, spells that don't require concentration, and have a duration greater then 1 minute have that duration doubled.

If the Force dragon dies, these effects fade over the course of 10d10 days.

Matt77stock

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