Huge Dragon, Lawful Evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 50 ft., Fly 100 ft., Burrow 50 ft.
STR
27 (+8)
DEX
10 (+0)
CON
26 (+8)
INT
20 (+5)
WIS
26 (+8)
CHA
18 (+4)
Saving Throws DEX +7, CON +15, WIS +15, CHA +11
Skills History +12, Perception +15, Stealth +7
Damage Resistances Cold
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Incapacitated, Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Deep Speech, Draconic, Undercommon
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. The ancient cobalt dragon's innate spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: <i>minor illusion</i>, <i>ensnaring strike</i>, <i>charm person</i>, <i>wrathful smite</i>
3/day: <i>entangle</i>, <i>phantasmal killer</i>, <i>dominate monster</i>, <i>fear</i>, <i>geas</i>, <i>reverse gravity</i>
2/day: <i>modify memory</i>, <i>antipathy/sympathy</i>, <i>banishing smite</i>, <i>mislead</i>
1/day: <i>feeblemind</i>, <i>weird</i>, <i>power word stun</i>, <i>antimagic field</i>

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

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.


Actions

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

Bite.
<i>Melee Weapon Attack:</i> +15 to hit, reach 10 ft., one target. <i>Hit:</i> 19 (2d10 + 8) piercing damage plus 5 (2d4) psychic damage.

Claw.
<i>Melee Weapon Attack:</i> +15 to hit, reach 5 ft., one target. <i>Hit:</i> 15 (2d6 + 8) slashing damage.

Tail.
<i>Melee Weapon Attack:</i> +15 to hit, reach 15 ft., one target. <i>Hit:</i> 17 (2d8 + 8) bludgeoning damage.

Vile Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and can see it must succeed on a DC 23 Intelligence saving throw or become poisoned for 1 minute and must roll for a short-term madness. A creature that is immune to the poisoned condition is immune to this effect. A creature that loses sight of the dragon immediately ends this effect.

Magnetic Breath (Recharge 5–6). The dragon exhales a 100 foot long and 5 foot wide line of pure magnetic force, creatures wearing metal or any loose metal caught in the attack are flung to the end of the range of the breath, stopping when they would reach an obstacle. Loose metal objects flung in this way that hit a creature deal 1d6 piercing damage for every 10 feet it moves in the breath and have a +15 to hit. Other cobalt dragons are immune to this attack.

Synaptic Breath (Recharge 5–6)The dragon focuses its magnetic force to such a degree it disorients creatures. The dragon chooses one target it can see within 30 feet of it to make a DC 23 Constitution saving throw or take 10d6 psychic damage and must roll for a short-term madness. Taking half as much on a success and not suffering madness. A creature that is brought to 0 hit points by this attack has their mind scrambled, erasing the last 24 hours of memories it has.

Reactions

Sheer Magnetics. The dragon focuses its magnetic force to such a degree it disorients creatures. The dragon chooses one target it can see within 30 feet of it to make a DC 23 Constitution saving throw or take 10d6 psychic damage and must roll for a short-term madness. Taking half as much on a success and not suffering madness. A creature that is brought to 0 hit points by this attack has their mind scrambled, erasing the last 24 hours of memories it has.

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. It flies up to its movement speed then the dragon can cast a spell.

Description

Grim and sullen in demeanor, the fierce cobalt dragons measure success by the territories they rule and the lesser creatures they subjugate. They suffer no traveler to pass through their lands without bending knee and acknowledging their power, and anyone who refuses quickly comes to regret that error.

Lair and Lair Actions

Cobalt dragons prefer to dwell deep within dark forests or thick jungles. They have been known to dwell underground, but the entrance to the caverns is always within a wooded area. They spend most of their time preparing traps in which to catch their meals or roaming their territories in search of intruders.

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:

  • A magnetic field forms around a target creature, creating a 40-foot-radius sphere that forces all targets within make a DC 15 Intelligence saving throw, on a failure targets are poisoned and fall prone.
  • Loose metal is pulled from a 20-foot cube, creating a 60-foot-cone of shrapnel that forces creatures to make a DC 15 Dexterity saving throw or take 7d6 piercing damage on a failure and becoming restrained, taking half as much on a success.
  • A magnetic disturbance pools in a 60-foot-radius sphere, creatures within must make a DC 15 Constitution saving throw or gain 1 stack of Exhaustion.

Regional Effects

The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair have metal rods that stick out from the ground. Magic cast within 120 feet of a rod must be followed by a 1d20 roll, on a 1-6 the magic fails and dragon is alerted.
  • Water sources within 1 mile of the lair are supernaturally poisoned. Creatures that partake of the water are wracked by nightmares until they would come into contact of the dragon.
  • A light drone fills the area near a 1 mile radius of the lair, any living thing that hears the drone has disadvantage on Intelligence, Wisdom, and Constitution checks.

If the dragon dies, all effects fade over 1d10 days.

Norseyagi

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