Gargantuan Dragon, Any Alignment
Armor Class 36 (natural armor)
Hit Points 4500 (200d20 + 1000)
Speed 130 ft., Burrow 100 ft., Fly 200 ft., Climb 80 ft., Swim 70 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Perception +17, Stealth +7
Damage Resistances All
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 30
Languages All, Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (10/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Mythic Resistance. If the wish spell is cast, intending to effect the dragon directly or indirectly, the dragon may chose to ignore the effects of the spell completely.

Spellcasting. The Ancient Stormcaller dragon is a 20th-level spellcaster. Its spell casting modifier is INT and it has spell save DC of 24(3d10 + 6) and has the following wizard spells prepared:

Cantrips(at will): Frostbite, Light, Mage Hand, Shocking Grasp, Thunderclap

1st level(10 slots): Mage Armor, Magic Missile

2nd level(10 slots): Invisibility

3rd level(10 slots): Blink, Counterspell, Fireball, Lightning Bolt

4th level(10 slots): Black Tentacles, Blight, Conjure Minor Elementals, Dimension Door, Elemental Bane, Phantasmal Killer, Polymorph

5th level(10 slots): Conjure Elemental, Contact Other Plane, Control Winds, Dominate Person, Hold Monster, Modify Memory, Telekinesis, Telepathic Bond, Teleportation Circle

6th level(10 slots):  Chain Lightning, Circle of Death, Flesh to Stone, Magic Jar

7th level(10 slots): Delayed Blast Fireball, Plane Shift, Simulacrum, Teleport

8th level(10 slots): Antimagic Field, Control Weather, Demiplane, Dominate Monster, Mind Blank

9th level(10 slots): Astral Projection, Foresight, Gate, Meteor Swarm, Power Word Kill, True Polymorph, Wish

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes seven attacks: two with its bite, two with its claws, one with its tail, one spell cast, and one with its breath weapon.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 35 (6d10 + 9) piercing damage plus 20 (3d10 + 10) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (5d10 + 4) slashing damage and 14 (4d6 + 8) lightning damage.

Tail. Melee Weapon Attack: +32 to hit, reach 30 ft., one target. Hit: 50 (10d10 + 10) bludgeoning damage and 20 (4d20 + 3) lightning 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 50 Wisdom saving throw or become frightened for 10 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 12 seconds (two rounds).

Stormbearing Breath. The dragon exhales lightning in a 500-­foot line that is 50 feet wide. Each creature in that line must make a DC 28 Dexterity saving throw, taking 250 (20d20) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 5 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. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 80 (12d10 + 20) bludgeoning damage and be knocked prone. The dragon can then fly its flying speed.

Mythic Actions

The dragon can take 3 mythic actions, choosing from the options below. Only one mythic action can be used at a time and only at the end of another creature's turn. The dragon regains mythic actions at the start of its turn.

Electric Retribution. The Dragon uses a shockwave attack to repel the last creature to attack 30 ft. away, inflicting 30 (2d20 + 5)

Domain Command. The dragon takes any lair action, regardless of recharge or cooldown.

Ancient's Call. The dragon uses its mythic action to restore all expended spell slots of itself and its allies.

Enraged Retaliation(costs 2 actions).The dragon uses its breath weapon.

 

Description

The second-largest dragon, only beaten by the Cursed Ancient dragons of myth in size, and the only four-winged dragon. Thousands of years spent in life have made these dragons wise and powerful beyond measure. The deathly white coats serve as camouflage for the younger dragons, disguising them as white dragons. They remain small, and powerless until they attain an ancient status. At that point they grow, in both size and power. These dragons can never lie, and sometimes make alliances in return for their life. Not all Stormcaller dragons are evil, and some openly stand against evils, fighting with the forces that oppose it. Some ancient adventures have made legend by controlling these dragons in combat.

Lair and Lair Actions

Ancient Stormcaller dragons make their lairs in the hardest-to-reach places, using their incredible move speed and amphibious nature to live underwater, in caves, mountains, and in deserts. They will typically hide themselves in these lairs, never leaving unless the see some greater end.

No change is to be see in the surrounding area, but one can feel the presence of immense magics.

An Ancient Stormcaller dragon will fight to the death to protect its lair. If it be fighting with great strength, or teleporting to some other cavern in its lair, healing mid-teleport and drinking healing potions, or bargaining for life, they will protect their caves.

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:

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 18 Dexterity saving throw or take 15 (5d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 30 (10d6) lightning damage.
  • Primordial Shift (1d4). The lair may take its action to teleport the dragon to another part of the lair, healing 200 (20d20)

Regional Effects

  • all magic casts roll a percentile die, on a roll of fifty or higher, they roll from the wild magic table.

If the dragon dies the wild magic stops instantly.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderwater

TheChessDM

Comments

Posts Quoted:
Reply
Clear All Quotes