Gargantuan Dragon, Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 409 (21d20 + 189)
Speed 40 ft., Swim 30 ft., Fly 90 ft.
STR
29 (+9)
DEX
10 (+0)
CON
29 (+9)
INT
26 (+8)
WIS
29 (+9)
CHA
28 (+9)
Saving Throws DEX +7, CON +16, WIS +16, CHA +16
Skills Perception +23, Stealth +7
Damage Immunities Fire
Condition Immunities Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 33
Languages Auran, Common, Draconic, Sylvan
Challenge 23 (50,000 XP)
Proficiency Bonus +7
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 24). They can innately cast the following spells, requiring no material components:

1/day each: pyrotechnics, suggestion, control water, control winds, warding wind, daylight, fire storm, sunbeam, whirlwind

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: +16 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.

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

Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that line must make a DC 24 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one.

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 24 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 t'ien loong can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

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.

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 24 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and 3 (1d6) cold damage, and the creature is knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A T'ien Loong's Lair

A t'ien loong lairs in opulent castles or mountaintop aeries. It most likely guards the former inhabitants' treasures fiercely, but none so much as their own young.

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 snowstorm 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) cold damage and be blinded until the end of its next turn.

Regional Effects

The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.

  • 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.
  • Air elementals and other denizens of the Elemental Plane of Air appear much more frequently within a mile of the lair.
  • 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

Habitat: Mountain

TheBooksDoctor

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