Amphibious. The dragon can breathe air and water.
Greater Wyrm's Scales. All incoming damage is reduced by 4.
Immutable Form. Immune to form-altering spells. +5 on saving throws against Banishment-type spells.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Turn Resistance. Advantage on Saving Throws against any effect that turns undead.
Unrelenting Storm (Recharges after a Short or Long Rest). The next time the dragon would be reduced to 0 hit points, it will instead remain conscious with 1 hitpoint left. In addition, it will begin Hoarding Energy, gain 100 temporary hit points for 1 round and lose any Incapacitating Conditions.
Waiting Storm. After using Stormheart Nova, the dragon automatically cast Bout of Storms at the start of its turn for the next hour. A storm appears above the dragon as it starts raining, all other creatures within 300 ft. of the dragon becomes Wet, becoming vulnerable to Lightning and Cold damage unless they are Immune and become resistant to fire.
Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (3d8) necrotic damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a Huge or smaller creature, it is knocked prone if it fails a DC 20 Dexterity saving throw for two turns.
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.
Crushing Flight. The dragon beats its wings. Each creature within 15 feet of it must succeed on a DC 24 Dexterity saving throw or take 27 (6d8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 200-foot cone. Each creature in that cone must make a DC 24 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. If the creature fails the saving throw, they become Shocked for one turn, the creature cannot take reactions and has Disadvantage on Ability Checks and Saving Throws using Dexterity.
Gather Power. The dragon flies 30 ft. into the air without causing opportunity attack. The dragon cannot take any actions or move, but will gain resistance to all damage and cannot be removed from this state for 2 turns. After 2 turns, the dragon uses Stormheart Nova.
Stormheart Nova. The dragon burst with lightning in a 150-foot sphere originating from itself. Everything in the sphere must make a DC 24 Dexterity saving throw, taking 117 (18d12) lightning damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw, they become Shocked for one turn, the creature cannot take reactions and has Disadvantage on Ability Checks and Saving Throws using Dexterity. Creatures behind full, stable cover do not take damage.
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. The form is considered undead.
Bout of Storms. This bonus action cannot be used normally. The dragon summons 5 lightning bolts erratically static around himself within 300 ft, landing at the start of its next turn. If a creature is within the 10 ft. radius when it lands, the creature must make a DC 24 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.
Sweeping Claw. The dragon attacks a creature and the nearby creatures that attempt to provoke an opportunity attack. The dragon makes a claw attack in a 15 ft. cone. Each creature hit takes half the damage.
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.
Draconic Wrath (Costs 2 Actions). This great dragon will use its Lightning Breath on the last creature that attacks it. If it is unavailable, the dragon attempts to recharge it. This legendary action will not consume any Lightning Breath attacks if available.
Description
"Let my bones rise and the storms gather. Witness, Balduran- the final tempest has come. I am the Heart of the Gate! I am the One Who Roars! This time, you will not escape it!"
-Ansur, reawakended
Ansur, also known as the Heart of the Gate was a Bronze dragon that was the closest friend of Balduran, they co-founded Baldurs Gate together and went on many adventures.
After Balduran was transformed into an illithid mindflayer, where Ansur saved him. He tried giving the now-transformed Balduran a quick death to free himself of the new form he had, however, Balduran decided to kill Ansur to stay as a mind flayer.
The great dragon's corpse was left under Wyrm's Rock for nearly 400 years until the time came for it to be awoken by the saviors of Baldurs Gate.
Lair and Lair Actions
A Bronze Dragon’s Lair
A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point the dragon can see within 240 feet of it. Each creature within a 30-foot radius centered on that point must make a DC 20 Constitution saving throw or take 16 (3d10) thunder damage and be deafened until the end of its next turn.
- The dragon summons a water elemental myrmidon into the combat initiative at a point the dragon can see within 120 feet of it, disappearing when combat ends. This can be used up to 3 times a day.
Regional Effects
The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues.
- Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the dragon is slain again, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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