Gargantuan Dragon, Neutral
Armor Class 24 (natural armor)
Hit Points 494 (26d20 + 234)
Speed 30 ft., Fly 60 ft., Burrow 60 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
22 (+6)
WIS
24 (+7)
CHA
16 (+3)
Saving Throws STR +16, DEX +6, CON +15, WIS +13
Skills Arcana +11, History +11, Nature +13, Perception +16, Stealth +7
Damage Vulnerabilities Fire
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Bludgeoning
Condition Immunities Frightened, Paralyzed
Senses Darkvision 120 ft., Tremorsense 120 ft. Sense through the trees of it's forest., Passive Perception 26
Languages Common, Draconic, Terran
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Alluring 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 21 Wisdom saving throw or become charmed 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 Alluring Presence for the next 24 hours.

Tree Stride. The dragon can cast tree stride on itself at will, while in it's own forest. 

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

Regeneration:  The dragon regains 20 hit points per round. 

Shard Breath. The dragon exhales an blast wooden spikes in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 75 (15d10) slashing damage on a failed save, or half as much damage on a successful one. This breath weapon ignores resistences

Breath of Slumber The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw or be Unconscious 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.

Change Shape. The dragon magically can shape change into plant life or plant based creatures no higher cr then 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 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

An Oak Dragon’s Lair

Oak dragons dwell among the great forests, making their lairs in secluded alcoves of trees deep in the heart of forests more ancient then themselves. Though many are comfortable in natural costal caverns or abandoned cities, oak dragons covet the last unexplored reaches of ancient tree groves. An ancient forest citadel or a remote garden raised by a long-dead arch-Druid is the sort of lair that every oak dragon dreams of.

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 grasping wooden tendrils as if it had cast the maximilian's earthen grasp spell. The tendrels lasts until initiative count 20 on the next round.
  • Plants and trees come to life in the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage, as plants and trees batter them. 

Regional Effects

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

  • 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.
  • Within 1 mile of the lair, trees part for non-hostile creatures that become lost due to no act of the dragon’s or its allies. Such creatures have advantage on survival checks to find a path out of the dragon's forest.
  • Given days or longer to work, the dragon can make trees and plants grow within its lair as solid as oak forming structures and other objects as it wishes.

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

Habitat: ForestMountain

Dragosse5

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