Gargantuan Dragon, Neutral
Armor Class 22 (natural armor)
Hit Points 444 (24d20 + 192)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
27 (+8)
INT
23 (+6)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws DEX +7, INT +13, WIS +10, CHA +12
Skills Insight +10, Perception +17, Stealth +7
Damage Immunities Radiant
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Become Code. The dragon can cast Misty Step as a bonus action.

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

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: +14 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 7) bludgeoning damage.

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 18 Wisdom saving throw or become frightened for 1 minute. Constructs have disadvantage against this effect. 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.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Electric Explosion Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (11d10) lightning damage on a failed save, or half as much damage on a successful one. Constructs take twice as much damage from this attack.

Shutoff Breath. The dragon exhales coded energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Dexterity saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. If the creature is a Construct, then they are put to sleep for 1 minute.

Dominate Construct. The dragon magically injects itself into the port of a Construct that has a challenge rating no higher than its own. If it dies in the Construct, it dies in real life. Any equipment it is wearing or carrying is absorbed and used within the Construct.

Once inside the Construct, you will have to complete a challenge at the DM's discretion in order to take permanent control of the Construct.

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 Attack. The dragon makes a tail attack.

Become Code(Costs 2 Actions). The dragon uses the Misty Step spell.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Habitat: Urban

PickelWeasel

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