Gargantuan Dragon, Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 574 (28d20 + 280)
Speed 60 ft., Swim 120 ft., Fly 60 ft.
STR
30 (+10)
DEX
10 (+0)
CON
25 (+7)
INT
26 (+8)
WIS
29 (+9)
CHA
28 (+9)
Saving Throws DEX +8, CON +15, WIS +17, CHA +17
Skills Perception +22, Stealth +7
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 32
Languages Draconic, Sylvan, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The dragon can breathe both air and water.

Spiritual Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now cast the tsunami spell as a legendary action (Costs 3 Actions). Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Spiritual Awakening activates.

Draconic Immunity. The dragon cannot be put to sleep by magical means.

Legendary Resistance (4/Day) If the dragon fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The lung dragon's innate spellcasting ability is Charisma (spell save DC 25). They can innately cast the following spells, requiring no material components:

1/day each: bless, bane, augury, remove curse, divination, control water, dispel evil and good, creation, control weather

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 10 ft., one target. Hit: 28 (4d8 + 10) piercing damage.

Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 19) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.

Tail Sweep. The greatwyrm sweeps its tail in a circle with a 15-foot radius. Every creature in this area must make a DC 26 Strength saving throw or take 19 (2d8 + 10) bludgeoning damage and fall prone.

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 25 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.

Change Shape. The dragon magically polymorphs into a humanoid 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.

Spiritual Projection. The chiang lung can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Bonus Actions

Change Shape. The greatwyrm magically transforms into any humanoid that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it.

Superior Invisibility. The lung dragon magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the lung dragon wears or carries is invisible with it.

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.

Tail Sweep. The dragon makes a tail sweep attack.

Crush Attack (Costs 2 Actions). The dragon leaps into the air and lands in the space of one creature within 15 feet. Each creature within 20 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 28 (4d8 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm’s choice it can see within 120 feet of it, dealing 14 (1d8 + 10) force damage to its target, then disappears.

Lair and Lair Actions

Chiang Lung Lairs

Like their name suggests, chiang lung make their lairs alongside rivers, where they serve as guardians. The majority live alongside civilizations, and many receive worship from the communities surrounding them. The waters of their territory refresh and revitalize the river dragon as it swims within.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • Any water that the dragon can see within 120 feet of them surges outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • The dragon creates an illusory double, which splits off from itself and has an AC of 17 and 1 hit point. When a hostile creature hits the dragon with an attack, they must roll a d100. On a 50 or lower, the attack hits the double instead.
  • The dragon summons a small raincloud, gaining 1d12 temporary hit points, which disappear once another lair action is used.

Regional Effects

The region containing a legendary chiang lung's lair is warped by the dragon’s magic.

  • The dragon can manipulate the rain within 6 miles of its lair, causing it to start or stop at will.
  • Within its lair, the dragon can grant any creatures not hostile to them the ability to breathe underwater and behave as if under the freedom of movement spell.
  • The water within 1 mile of the dragon's lair is remarkably sweet, and costs to create holy water or potions using it are halved.

If the dragon dies, the abilities to breathe and move freely underwater for nonhostile creatures ends immediately, and the other effects fade in 1d10 days.

Previous Versions

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