Gargantuan Dragon, Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 280 (17d20 + 102)
Speed 40 ft., Swim 20 ft., Fly 60 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
18 (+4)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws DEX +6, CON +12, WIS +11, CHA +11
Skills Perception +17, Stealth +6
Damage Immunities Poison
Condition Immunities Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Draconic, Sylvan, Telepathy 120 ft.
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe both air and water.

Draconic Immunity. The dragon cannot be put to sleep by magical means.

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

Innate Spellcasting. The lung dragon's innate spellcasting ability is Charisma (spell save DC 19, to hit +11). They can innately cast the following spells, requiring no material components:

1/day each: bless, bane, silent image, major image, phantasmal killer

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite or Tail and two with its Claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6) psychic damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, and if the target is Large or smaller, they must succeed a DC 22 Strength saving throw or take an additional 7 (2d6) bludgeoning damage and be grappled. The dragon can only have one creature grappled with their tail.

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 19 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.

Change Shape. The dragon magically polymorphs into a humanoid 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 Resistances, 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.

Spiritual Projection. The pan loong can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Bonus Actions

Superior Invisibility. The dragon magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

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.

Claw Attack. The dragon makes a Claw attack

Crush Attack (Costs 2 Actions). The dragon leaps into the air and lands in the space of one creature within 15 feet. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 17 (3d6 + 7) bludgeoning damage and 3 (1d6) psychic damage, and the creature is knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

The pan loong make their homes in the midst of lush gardens and forests, especially those that have cultivated shrines, temples, and groves. Firmly dedicated to nature and to the wild in general, pan loong defend their homes with illusions and thorns, warding off those who would desecrate the natural beauty they inhabit.

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.

  • The pan loong wreathes themself in illusory flames. Until initiative count 20 on the next round, a creature that touches the pan loong or hits them with a melee attack while within 5 feet of them takes 10 (3d6) psychic damage.
  • The pan loong conjures 1d8 venomous snakes or 1d4 constrictor snakes, which appear within 10 feet of the nearest hostile creature.
  • Magical illusory fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 20 Wisdom saving throw or be blinded by the dragon until initiative count 20 on the next round.

Regional Effects

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

  • The pan loong conjures an illusion of dense foliage or a field of flowers to conceal their lair, which spans a mile radius. A creature can make a DC 20 Intelligence (Investigation) check to discern that the terrain is illusionary. On a success, the illusion cannot affect that creature for 24 hours, and the creature sees the illusion superimposed on the real terrain.
  • Within 1 mile of its lair, the dragon can throw their voice as if speaking with ventriloquism, attempting to use hallucinatory sounds and speech to lure creatures away from discovering the lair. A creature who succeeds on a DC 15 Wisdom (Perception) check can determine that the voice is illusory.
  • Fish, lizards, and any other scaled Beasts within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears, and the dragon can control their minds (if their Intelligence is less than 10), forcing them to attack or defend their home.

Habitat: ForestGrasslandSwamp

TheBooksDoctor

Comments

Posts Quoted:
Reply
Clear All Quotes