Gargantuan Dragon, Chaotic Evil
Armor Class 23 Natural armor
Hit Points 328 (16d20 + 20)
Speed 60 ft., Fly 120 ft.
STR
30 (+10)
DEX
16 (+3)
CON
30 (+10)
INT
29 (+9)
WIS
26 (+8)
CHA
25 (+7)
Saving Throws DEX +11, CON +18, WIS +16, CHA +15
Damage Resistances Acid, Poison, Thunder
Damage Immunities Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned, Prone
Senses Truesight 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

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

 Bayle's Fury. When Bayle reaches 0 hit points, he uses Bayle's Eruption and enters phase 2.

Actions

Multiattack. Bayle makes one Bite attack and two Wing attacks. He can replace two claw attacks with Tail Sweep. He can replace Bite attack with Lightning Slam.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 16 (3d10) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 19) and is restrained until this grapple ends. Bayle can have only one creature grappled in this way at a time. Bayle can choose not to grapple.

Wing. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Lightning Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) Piercing damage. Bayle charges his wing with lightning and slams it in the ground deal light damage to creatures within a 10 ft. radius sphere. Each creature within this sphere must succeed on a DC 18 Dexterity saving throw or take (3d10) lightning damage and be knocked prone. On a success, creatures take half damage and are not knocked prone.

Tail Sweep. Bayle sweeps his tail behind him in a 15 cone. Creatures must succeed on a DC 18 Dexterity saving throw or take. (2d12 + 10) bludgeoning damage and be knocked prone. On a success, creatures take half damage and are not knocked prone.

Breath Weapon (Recharge 5–6). Bayle exhales a swirling mass of lightning and fire in a 100-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes  (6d12) fire damage, (6d12) lightning and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.

Bonus Actions

Bayle can move up to half his fly speed.

Reactions

When Bayle is flanked, he can use his reaction to breath fire and lightning in 5 ft. cone behind him. creature must succeed DC 17 Dexterity saving throw or take (1d10) fire and (1d10) lightning damage. Creature takes half as much on a success.

Legendary Actions

Bayle 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. Bayle regains spent legendary actions at the start of its turn.

Wing. Bayle makes one wing attack.

Lightning Slam (Costs 2 Actions). Bayle can use Lightning Slam.

Dreadful Crash (Costs 3 Actions). Bayle jumps 30 ft. in the air (without provoking attacks of opportunity) and crash's to the ground in a 60 radius sphere. Creatures in a 20 ft. cube where he lands must succeed DC 19 Dexterity saving throw or take (2d8 + 10) bludgeoning damage, (3d10) lightning damage and be knocked prone. On a success, creatures take half damage and are not knocked prone.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Lair Actions

On initiative count, the Bayle takes a lair action to cause one of the following effects; the Bayle can’t use the same effect two rounds in a row:

  • Magma erupts from a point of ground the dragon can see within 120 feet of it, creating a 20-foot high, 5-foot radius geyser. Each creature in the geyser’s area must make a DC 17 Dexterity saving throw, taking 21 (6D6) fire damage on a failed save, or half as much damage on a successful one.
  • Lighting arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. Each creature in that line must succeed on a DC 17 Dexterity saving throw or take (5d6) lightning damage.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 16 Constitution saving throw or be blinded 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.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Mountain

xX_GriddyHitter_Xx

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