Gargantuan Dragon, Lawful Evil
Armor Class 15 Natural armor
Hit Points 403 (15d20 + 252)
Speed 100 ft., Fly 120 ft., Swim 20 ft., Burrow 150 ft. Leaves a 15ft. Radius hole., Climb 100 ft.
STR
20 (+5)
DEX
30 (+10)
CON
14 (+2)
INT
18 (+4)
WIS
20 (+5)
CHA
28 (+9)
Saving Throws STR +12, DEX +17, WIS +12
Skills Deception +16, Insight +12, Perception +19, Stealth +24
Damage Vulnerabilities Bludgeoning
Damage Resistances Piercing
Damage Immunities Slashing
Condition Immunities Petrified
Senses Blindsight 100ft., Darkvision 120ft., Tremorsense 80ft., Passive Perception 29
Languages Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/day):When the dragon fails a saving throw it can succeed instead.

Hold Breath: The dragon can hold its breath for 1 hour

Camoflague: Creatures have disadvantage on Wisdom (Perception) checks made to see the dragon,and the dragon has advantage on Dexterity(Stealth) Checks to avoid being seen.

Ambush:If the dragon has advantage it deals an additional 31(6d10) damage.

Innate Spellcasting. The dragon's spellcasting ability is Charisma(spell save DC 20, +19 to hit with spell attacks). The dragon has the following spells prepared:

(at will): mold earth,earth tremor,shapechange

(6/day): dust devil                                                                                 

(5/day):Erupting Earth                                                                         

(4/day):meld into stone,Wall of Sand             

(3/day):stone shape,transmute rock                         

(2/day):bones of the earth,flesh to stone                 

(1/day):investiture of stone,move earth

Actions

Multiattack.The dragon uses its Frightful Presence, then makes three attacks one with its bite and two with its claws.

Bite.Melee Weapon Attack (+15),reach 20-foot, one target,Hit 24(3d10+8)piercing damage on a hit the damaged creature must succeed on a DC 15 Constitution Saving Throw or become petrified.

Claw.Melee Weapon Attack (+15),reach 10-foot, one target, 22(4d6+8)slashing damage, on a hit the damaged creature must succeed on a DC 10 Constitution Saving Throw or become petrified.

Tail.Melee Weapon Attack (+15) reach 25-foot one target  20(3d8+8) bludgeoning damage.

Frightful Presence.Each creature of the dragon’s choice that is within 120-feet of the dragon and is aware of it must succeed on a DC19 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 a successful save, If the creatures saving throw is successful it is immune to the dragon’s Frightful Presence for 24 hours.

Stone Breath.(Recharge 5-6).The dragon exhales pebbles,sand,and dust in a 60-foot cone. Each creature in that area must succeed on a DC 24 Dexterity saving throw or take 60(30d4)bludgeoning damage and then must succeed on a DC 20 Constitution Saving Throw or become blinded until the end of the dragon’s next turn.

 

Legendary Actions

The dragon can take up to 3 legendary actions per round, only one option may be taken at a time, and only at the end of another creature's turn.

  • Hide.The dragon attempts to hide making a Dexterity (Stealth) check
  • Tail Attack.The dragon makes an attack with its tail.
  • Dash.The dragon moves up to half its movement speed.

 

Description

Yellow dragons are slender and long,with scales much smaller then most dragons,they have pointed heads similar to serpents which helps them burrow

Yellow dragons are the sneakiest of the true dragons, yellow dragons are the ultimate ambush predators, they lay traps and delight in outsmarting their prey. Yellow dragons are incredibly patient, they will wait for weeks for the perfect moment to strike. Yellow dragons are among the most selfish of dragons,if it doesn't benefit them they don't care. They never pick a fight they don't think they can win, other true dragons refer to them as cowereds, they call themselves survivors.

A Yellow Dragon’s Hoard.Yellow dragons like to collect precious stones and rare metals. They are also partial to sculptures, so much so that they will kidnap artists and keep skilled ones as prized dogs,the sculpture is rewarded if the capture the dragon’s majestic form, and if they can't the dragon will petrify them, adding the artist to its collection.

Lair and Lair Actions

A Yellow Dragon’s Lair 

A Yellow dragon doesn't prefer any specific area, since they live underground they can make a lair in almost any region. Yellow dragons lairs are labyrinths filled with confusing mazes and cruel traps.

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:

  • Tremor.The lair shakes in an 80-foot radius centered on the dragon,each other creature in the are must succeed on a DC20 Dexterity saving throw or be knocked prone
  • Sandstorm.Dust and sand kick up crating a sandstorm dealing 2(1d4) and rendering all creatures in the lair blindedfor a single round.
  • Cave In.A Boulder falls from the ceiling in a spot the dragon can see, each creature in a 15-foot radius must succeed on a DC 15 Dexterity saving throw or take 26(5d10) and becomes restrained until it or another creature succeed on a DC 20 Strength Check to move the bolder.

The region containing a legendary Yellow dragon’s lair is altered by its magic, which creates the following effects:

  • Small tremors are common within 10 miles of the dragon’s lair.
  • Living creatures that spend to long within 1 mile of the dragon’s lair become petrified 
  • Vegetation within 1 mile of the dragon’s lair turns to sand

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

Habitat: ArcticCoastalDesertForestGrasslandHillMountainUnderdarkUrban

Bgue3544

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