Gargantuan Swarm of Gargantuan dragons, Lawful Good
Armor Class 20 plate
Hit Points 600 (20d20 + 400)
Speed 60 ft., Walk 50 ft.
STR
15 (+2)
DEX
10 (+0)
CON
15 (+2)
INT
27 (+8)
WIS
30 (+10)
CHA
20 (+5)
Saving Throws INT +14, WIS +16
Skills Arcana +24, History +12, Insight +18, Investigation +18, Medicine +10, Nature +14, Performance +2, Persuasion +22, Religion +6
Damage Resistances One of the following: acid, cold, fire, lightning, or poison
Condition Immunities Frightened
Senses Blindsight 120, Darkvision 120, Truesight 30, Passive Perception 30
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (4/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 five attacks: two with its bite, one with its tail and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10)piercing damage plus 14 (4d6) fire 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.

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 21 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.

Group Breath (Recharge 5–6). The dragons exhale their breath weapons in a 150-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 25(5d10)each of fire, acid, and cold damage on a failed save, or half as much damage on a successful one.

 

 

Legendary Actions

Think. the cult makes 2 INT or WIS checks.

Stop (Costs 1 Action). The cult makes a persuasion check DC enemy CON to make them stop fighting.

tail (Costs 2 Actions). The cult makes 1d8 tail attacks.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

a group of old metallic dragons

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Mountain

random_guy_who_is_not_bob

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