Gargantuan Dragon, Lawful Good
Armor Class 24 (natural armor)
Hit Points 500 (26d20 + 217)
Speed 30 ft., Fly 70 ft., Swim 40 ft., Burrow 20 ft.
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
28 (+9)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws DEX +13, CON +19, WIS +17, CHA +19
Skills Deception +11, History +30, Insight +10, Intimidation +18, Perception +10, Stealth +7, Survival +12
Damage Vulnerabilities Fire, Piercing
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage Dealt By Traps
Damage Immunities Bludgeoning, Cold, Force, Lightning, Psychic, Thunder
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic, Druidic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

 
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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 20 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.
Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Artin is a large bronze dragon with glowing eyes. His wings have an hourglass design on them and are slightly wrinkled. He has a slight limp in his left hind foot which slightly effects his movement. His scales are spaced slightly farther apart than most dragons so piercing attacks have a greater effect on him. He has a weak spot just under his chin. Artin is generally friendly unless attacked, provoked, or if he has sensed an evil deed you have done in your past. Artin will attack anyone with a criminal background, or someone who has done bad things in the campaign.

Lair and Lair Actions

Artin's lair is a massive cave covered in tons of loot from all historical periods. Artin himself is rarely there, but can be summoned via use of a giant horn at the front of his lair that emits a sound across all timelines only Artin can hear.

Monster Tags: NPCMisc CreatureShapechanger

Habitat: ArcticCoastalDesertForestGrasslandMountain

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