Gargantuan Dragon, Lawful Good
Armor Class 24 (natural armor)
Hit Points 827 (73d20)
Speed 40 ft., fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +9, CON +19, WIS +11, CHA +15
Skills Arcana +11, History +11, Perception +16, Stealth +7
Damage Resistances Force; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Cold, Fire
Condition Immunities Frightened, Poisoned, Restrained
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Innate Spellcasting (3/Day). The dragons innate spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:
At will: word of radiance, earth tremor, sacred flame
3/day each: wrathful smite, staggering smite, branding smite
1/day each: dominate person, plane shift, banishing smite

Limited Magic Immunity. Unless they wish to be affected, the dragon is immune to spells of 6th level or lower. They have advantage on saving throws against all other spells and magical effects.

Magic Weapons. The dragon’s weapon attacks are magical.

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: +18 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) 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 21 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.

Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 98 (18d10) fire damage on a failed save, or half as much damage on a successful one.

Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 58 (18d8) cold damage on a failed save, or half as much damage on a successful one.

Disintegrating Roar (1/Day). The dragon makes a tremendous roar that effects all creatures and objects within 100 feet. Each creature in that area must make a DC 24 Dexterity saving throw, taking 98 (18d10) force damage on a failed save and is deafened for 5 rounds, or half as much damage on a successful one and is not deafened. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.

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 25 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Teleportation. The dragon can teleport to an unoccupied space within 120 feet. This ability does not proc an opportunity attack.

Lair and Lair Actions

 

Habitat: MountainUrban

Unole

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