Gargantuan Dragon (Chromatic), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 574 (28d20 + 280)
Speed 60 ft., Burrow 60 ft., Fly 120 ft., Swim 60 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
21 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +11, CON +19, WIS +14, CHA +17
Skills Intimidation +26, Perception +23
Damage Immunities Acid, Cold, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Prone, Stunned
Senses Truesight 120 ft., Passive Perception 33
Languages Common, Draconic, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Chromatic Wrath (Recharges after a Short or Long Rest). If Arvinador would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic Flames, and she regains any expended uses of Legendary Resistance. Additionally, Arvinador can now use her "Mythic" reaction and action

Temporal Awarness. Arvinador adds +5 to Initiative.

Legendary Resistance (4/Day). If Arvinadord fails a saving throw, she can choose to succeed instead.

(2/Rest) Action Surge. Arvinadord can take a second action. This feature can only be used once per turn. 

Ignition. When arvinador deals fire damage, the target is ignited by blue fire. They take 1d12 fire damage at the start of their turn. Each time they are ignited this damage increases by 1d12.

Assassinate. If marexia has advantage on a melee attack, that attack deals 31 (9d6) additional piercing damage. 

Scorching Escape. The first time Arvinador is reduced to 0, she is reduced to 1 hit point instead, and the spell Plane Shift is cast on her and she is sent magically to the Elemental Plane of Fire, in one of Arvinador's secret hoards. 

Actions

Multiattack. Arvinador may use a breath weapon. Then she may make either a bite or claw attack for each head. Sevirax may replace his bite or claw with casting a spell.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 19 (3d12) fire damage. 

Primordial Fire Bite (Mythic). Arvinador's bite damage now deals force damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage and the target is pushed 15 feet or knocked prone. 

Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Breath Weapon [4 Charges, Gain a charge on a 3-6]. Arvinador exhales multicolored flames in a 150-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) damage of a type of Arvinador's choosing: Cold, Fire, Poison, or Lightning. On a successful save, the creature takes half as much damage.

(Mythic) Primordial Fire. The fire breath deals force damage instead of fire damage.

Bonus Actions

Frenzied Lash. Pughulain can make a tail attack with a bonus action. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. Arvinador can have only one creatures grappled this way at a time.

Dash or Disengage. Marexia can allow the body to dash or disengage as a bonus action.

Reactions

Arvinador has 4 reactions per round. 

(4/Day) Countercast. As a reaction to a spell being cast within 120 feet of Arvinador Sevirax ends that spell if it is 4th level or lower, otherwise Arvinador makes a charisma ability check, with the dc being 10 + the spell's level.

(1/Rest) Cloud Rune. When Arvinador or a creature she can see within 30 feet of her is hit by an attack roll, she can use her reaction to invoke the rune and choose a different creature within 30 feet of her, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range.

(1/Rest) Storm Rune. Arvinador enters a prophetic state for 1 minute or until She's incapacitated. Until the state ends, when she or another creature she can see within 60 feet of her makes an attack roll, a saving throw, or an ability check, she can use her reaction to cause the roll to have advantage or disadvantage. 

Attack. Arvinador makes one Tail attack.

Step Through Chaos(2 Actions). Arvinador teleports 60 feet, everyone adjacent to her when she teleported or adjacent to where she arrives takes 15 (2d12) Acid, Cold, Fire, Lightning, or Poison damage. 

Hurl Through The Elemental Chaos (2 Actions, Mythic Only). Arvinador targets a creature she is grappling. The creature must succeed on a DC 21 Charisma saving throw or take 44 (8d10)force damage and be banished to the elemental chaos. At the start of Arvinador’s next turn, the creature reappears in an unoccupied space within 10 feet of Arvinador.

Description

Spellcasting. Arvinador is an 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +13 to hit with spell attacks). Arvinador has the following wizard spells prepared:

At Will: mage hand, prestidigitation, ray of frost, shield, mirror image, absorb elements

3/Day each: detect magic, detect thoughts, greater invisibility, counterspell, dispel magic, dimension door, cloudkill, scrying

1/Day each: wall of ice, disintegrate, plane shift, dominate monster, Foresight.

Lair and Lair Actions

Lair Actions:

Chaos Wall - Arvinador casts Wall of Fire, but it does 'force damage' as it is comprised of a swirling mix of all the elements. 

Bust of Chaos - Arvinador casts fireball on 3 points within range. Each of these deal 'force damage' due to being a swirling mix of the five elements.

Sinkhole - Arvinador creates difficult terrain in 3 20 foot radius spheres. A creature who begins their turn in one of these areas is moved to the center of the area and must make a dc 21 strength saving throw or become restrained.

Mythic Lair

While her Chromatic Wrath is active she uses the following lair actions instead.

Turn 1: Magma Erruption - A river of magma errupts from the ground in a 100 foot line 20 feet wide. Creatures in this line must make a dc 21 dexterity saving throw or take the damage from touching lava.

Turn 2: Noxious Clouds - 3 30 foot radius, 30 foot tall clouds of miasma appear. Creatures within the clouds must make a dc 21 consitution saving throw or become poisoned and waste their action on their turn retching and vomiting. The clouds block line of sight.

Turn 3: Arctic Winds - All creatures gain vulnerability to cold damage as the air turns bitterly cold. 

Turn 4: Acid Rain - Acid rains down from the sky. All creatures within 100 feet of Arvinador take 4d12 acid damage unless they have full cover.

YourGmJay

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