Huge Dragon, Chaotic Good
Armor Class 21 (natural armor)
Hit Points 546 (28d20 + 152)
Speed 80 ft., Climb 60 ft.
STR
16 (+3)
DEX
28 (+9)
CON
29 (+9)
INT
22 (+6)
WIS
22 (+6)
CHA
24 (+7)
Saving Throws DEX +17, INT +14, WIS +14, CHA +15
Skills Insight +10, Perception +17, Persuasion +12, Stealth +15
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Resonant Rebirth (Recharges after a Short or Long Rest). If the sound dragon would be reduced to 0 hit points, its current hit point total instead resets to 350 hit points, and it recharges its Breath Weapon. Additionally, the sound dragon can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the sound dragon after its Resonant Rebirth activates.

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: 21 (2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 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 24 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Sonic Breath. The dragon exhales sound in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 71 (13d10) thunder damage on a failed save, or half as much damage on a successful one.

Infrasound Breath. The dragon exhales low frequency sound in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or the creature gains a point of exhaustion for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending all points of exhaustion caused by this effect on itself on a success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 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.

Mythic Actions

Tunnel Collapse (Costs 2 Actions). The sound dragon emits low frequency waves which causes a part of terrain to collapse. All players in a 15. foot radius must make a DC 22 Dexterity saving throw or take 10d10 bludgeoning damage and become trapped under the rubble. The player is knocked prone and it's speed is reduced to 0 until it makes a successful DC 22 Athletics check. 

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Lair and Lair Actions

An Ancient Sound Dragon’s Lair

Sound Dragons prefer to reside in locations where the acoustics amplify their natural abilities. Their lairs are often found in deep, echoing caverns, vast underground tunnel networks, or in valleys surrounded by high cliffs. The constant low hum and occasional tremors in these areas are a testament to the dragon’s presence.

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:

  1. Sonic Resonance: The dragon manipulates the acoustics of its lair to disorient its foes. Each creature within the lair must make a DC 18 Constitution saving throw or become disoriented until initiative count 20 on the next round, suffering disadvantage on attack rolls, ability checks, and saving throws.

  2. Tremor Control: The dragon causes a localized earthquake within its lair. The ground in a 60-foot radius becomes difficult terrain, and each creature on the ground in that area must succeed on a DC 18 Dexterity saving throw or be knocked prone.

Regional Effects

The region containing a legendary Ancient Sound Dragon's lair is altered by the dragon's presence, which creates one or more of the following effects:

  1. Eerie Harmonics: Faint, otherworldly music permeates the air within 6 miles of the dragon's lair. This music can suddenly intensify to disorient or warn creatures when danger is near.

  2. Vibrational Fog: A low-lying fog that vibrates with a subtle, almost imperceptible hum blankets the ground within 3 miles of the dragon's lair. This fog doesn't obscure sight but causes unease and slight disorientation in those who aren't accustomed to it.

  3. Amplified Echoes: Sound within 1 mile of the dragon's lair carries unnaturally far, making it difficult to move quietly and causing even whispers to echo through the area.

If the dragon dies, these effects fade gradually over the course of 1d10 days.

Habitat: Mountain

Chickap00

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