Gargantuan Dragon, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 312 (16d20 + 144)
Speed 40 ft., Burrow 40 ft., Fly 40 ft., Swim 40 ft.
STR
24 (+7)
DEX
8 (-1)
CON
26 (+8)
INT
10 (+0)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws STR +13, CON +14, WIS +8
Skills Perception +13, Stealth +6
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Dwarvish
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Forge Walk. The dragon can move across and climb stone and metal surfaces without needing to make an ability check. Additionally, difficult terrain composed of stone or metal doesn't cost it extra movement.

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

Actions

Multiattack. The dragon can use its Noxious Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) fire damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Noxious Presence. The dragon emits a colorless, odorless gas that fills the space around it. Each creature that is within 60 feet of the dragon must succeed on a DC 15 Constitution saving throw or become incapacitated 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. A creature can also end the effect by moving more than 60 feet away from the dragon. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Noxious Presence for the next 24 hours. Any advantages or immunities against the poisoned condition apply to this effect. 

Forge Breath (Recharge 5–6). The dragon exhales a blast of hot air in a 60 foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Anvil's Rebuke. When the dragon takes bludgeoning, piercing, or slashing damage from a melee attack, it may use its reaction to send a shower of sparks toward the creature that damaged it. The target must make a DC 15 Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

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 21 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.

Magnetic Field (Costs 3 Actions). The dragon summons a powerful magnetic field in a 60 foot radius centered on itself. Up to three creatures of the dragon's choice within the radius must make a DC 15 strength saving throw. On a failed save, the creature is disarmed of any metal weapons it is wielding as the weapons are drawn to the dragon's body. If the creature is wearing metal armor and it fails the saving throw, it is drawn to the dragon's body and is restrained. A creature can use an object interaction to attempt to recover its weapon (DC 15 strength check) and can use an action to free itself or another creature from restraint (DC 15 strength check). The effect ends at the end of the dragon's next turn or when the dragon uses its bonus action to drop the effect. 

Lair and Lair Actions

 

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:

  • Slag Surge: A wave of hot, molten slag surges from an overhead fissure in a 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in the slag when it surges forth must make a DC 15 Constitution saving throw. On a failed save, it takes 10 (3d6) fire damage and its speed is halved until the end of its next turn. The creature takes half as much damage on a successful save and its speed is not halved. A creature that ends its turn in the slag takes 10 (3d6) fire damage. The slag lasts until the dragon uses this lair action again or until the dragon dies.
  • Shrapnel: Jagged shrapnel erupts from a point the dragon can see within 120 feet of it, striking up to three creatures. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • Call to the Forge: The dragon activates its magnetic field, reinforcing itself with the metal surrounding it. The dragon regains 2d20 hit points and experiences the following effects: its armor class increases by 1d4 and it gains advantage on constitution saving throws, but its speed is halved, its fly speed is reduced to zero, and it has disadvantage on dexterity saving throws. These effects last until the dragon uses its lair action again.

 

Habitat: Mountain

sarblair

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