Gargantuan Dragon, Lawful Good
Armor Class 23 (natural armor), Ring of Protection
Hit Points 522 (24d20 + 192)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws DEX +7, CON +15, WIS +10, CHA +12
Skills Insight +22, Perception +22, Stealth +14
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic, Kothian, Minotaur
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

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

Spellcasting.  As a dragon, Clarion can cast Arcane magic. His spellcasting ability is Wisdom (spell save DC 20, +8 to hit with spell attacks). He has the following spells prepared, which he can cast up to eighth level:

Cantrips: Arcane Lock, Dancing Lights, Prestidigitation, Ray of Frost, Resistance

1st-Level (slots 8): Cure Wounds,Grease, Magic Missile, Shield of Faith, Detect Magic, Speak With Animals 

2nd-Level (slots 6): Acid Arrow, Pyrotechnics, Shatter, Web, Beast Sense, Detect Thoughts 

3rd-Level (slots 5): Clairvoyance, Dispel Magic, Major Image, Stone Shape, Hypnotic Pattern

4th-Level (slots 4): Black Tentacles, Fire Shield, Wall of Fire, Control Water

5th-Level (slots 4): Cloudkill, Flame Strike, Telekinesis, Transmute Rock, Greater Restoration, Cone of Cold

6th-Level (slots 3): True Seeing, Move Earth, Wall of Ice, Heroes' Feast

7th-Level (slots 2): Power Word Pain

8th-Level (slots 1): Power Word Stun

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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 20 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.

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

Lightning 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 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

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.

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 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.

Description

(NPC dragon from the Dragonlance module DL-12 Dragons of Faith)

Clarion is an ancient bronze dragon who lairs in the ruins of the city of Karthay.  A loner, he hid during the Shadow Years and did not swear the good dragon Oath. However, he is aware of its import and thus disguises his raids to make them seem like those of a renegade evil dragon. None, save the Oracle, are aware of his existence.
Clarion makes clandestine raids against the allies of the Dragon Highlords in an attempt to discredit them. He goes to great extremes to avoid discovery. He loathes the draconians and suspects some wicked betrayal of the Oath by the evil dragons. He desires to find proof of this betrayal to rally the other good dragons. If discovered and confronted, he has an uncaring attitude to mislead others.

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. (See Dragonlance module DL-12 for more specific information on Clarion`s lair.)

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 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.

Regional Effects

The dragon’s magic warps the region containing a legendary bronze dragon’s lair.

  • 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 dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Treasure 

Half of Clarion`s magic treasures are hidden beneath a boulder in his lair that requires total Strength of 20 to move.

His treasure includes 4,000 cp, 10,000 ep, 2,000 stl, 20,000 sp, 16,000 gp (more or less worthless in modern Krynn but dragons take a long view), 1,000 pp, 4 Potions: Climbing, Greater Healing, Speed, Vitality, Boots of Striding & Springing, Wand of Fireballs (7 charges), Scroll of Protection (Elementals).

Monster Tags: NPC

Habitat: Coastal

AsbelMcTalisker

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