Gargantuan Dragon, Chaotic Evil
Armor Class 25 (natural armor)
Hit Points 652 (40d20 + 252)
Speed 120 ft., Burrow 20 ft., Fly 80 ft., Swim 20 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
8 (-1)
WIS
20 (+5)
CHA
3 (-4)
Saving Throws STR +18, DEX +18, CON +18, WIS +13
Skills Athletics +28, Intimidation +9, Perception +23
Damage Vulnerabilities Psychic
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Restrained, Stunned
Senses Blindsight 60 ft., Tremorsense 20, Truesight 120 ft., Passive Perception 33
Languages Common, Draconic
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Reflective Scales.Whenever the dragon is targeted by a Magic missile or a spell requiring an attack roll ,roll a (d6) on a 4 take half damage, on a 5 you take no damage, and on a 6 take no damage and reflect the spell back to the caster or its point of origin.

Rough Scales.When the dragon takes damage from a melee weapon attack roll a (d6) on a 6 the attacker takes half the damage dealt 

 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, one with its tail, and two with its claws.

Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 10) piercing damage and heals for the damage dealt.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 40 (6d8 + 15) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 35 (10d6 + 5) bludgeoning damage.

Gore.The dragon moves up to half its movement, then attacks with its horns. Melee Weapon Attack:+10 to hit,Single Target, Hit 23(3d8+10) piercing 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 16 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.

Void Breath (Recharge 4-6).All creatures in a 60-foot cone must succeed on a DC 21 Strength Saving throw or be pulled 10ft. Closer to the dragon and be knocked prone, if a creature is pulled within 10ft. of the dragon the dragon makes a Bite attack against the creature.

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.

Lunge.The dragon leaps up to 15ft. then makes a claw attack.

Tail Attack. The dragon makes a tail attack. The target must succeed on a DC 15 Strength Saving throw or be knocked prone

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Grey Dragons are the most apathetic of the true dragons, Grey dragons are devoid of emotions, but what the lack in feelings they make up for in appetite. Grey dragons are gluttonous, their unsatiable appetite is all that drives them. They toy with their prey because they are curious about the feelings of fear and terror that they witness, since they cannot fathom such emotions. Grey dragons have forward facing eyes, a mouth full of razor sharp teeth, great horns, and jagged scales there is no part of this dragon not made for combat. They smell of blood and death, with matte Grey scales that are devoid of color.

A GREY DRAGON’S HOARD. A Gray dragon's hoard is made up of trophies from its hunts,but the only thing of real value to a Grey dragon is food.

Lair and Lair Actions

A Grey Dragon’s Lair

 

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:

  • The Dragon summons a [creature]guardian wolf[/creature], it takes its turn on initiative count 10 losing ties.
  • Magical darkness equivalent to a 5th level spell spreads from a point the dragon can see filling a 60-foot sphere.
  • A chill fills the lair each creature must succeed on a DC 15 Wisdom saving throw or have their speed halved for 1 minute.

Regional Effects

The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Fog lightly obscures the land within 10 miles of the dragon's lair
  • Animals within 5 miles of the lair become unusually aggressive 
  • Plants within 8 miles grow thick and twisted, all creatures besides the dragon treat the area as difficult terrain.

If the dragon dies, the effects fade in 1d10 days.

Habitat: Arctic

Bgue3544

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