Gargantuan Dragon, Any Alignment
Armor Class 22 (natural armor)
Hit Points 960 (72d20 + 240)
Speed 40 ft., Fly 100 ft., Swim 40 ft.
STR
30 (+10)
DEX
20 (+5)
CON
28 (+9)
INT
26 (+8)
WIS
22 (+6)
CHA
16 (+3)
Saving Throws DEX +13, CON +17, WIS +14, CHA +11
Skills Insight +10, Perception +17, Stealth +7
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Lightning, Thunder
Condition Immunities Exhaustion, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 30
Languages Common, Draconic
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Immovable. The dragon cannot be moved by magical spell or effect.

Legendary Resistance (5/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: +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.

Death Howl. The dragon exhales a wind of frightful death in a 60 foot cone. Creatures engulfed by this frigid wind must succeed on a DC 23 Wisdom saving throw or be frightened of the dragon. While frightened, a creature is stunned until the end of its next turn. A frightened creature can re-roll its saving throw at the end of each of its turns. A frightened creature engulfed by the Death Howl and fails its saving throw falls unconscious and is dropped to zero hit-points. 

Repulsion Breath. The dragon exhales repulsion energy in a 60-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.

Reactions

Fly. As a reaction, the Onyx dragon can fly up to half its speed. This movement does not provoke opportunity attacks. Creatures 10 feat adjacent to the onyx dragon at the start of this movement must succeed on a DC 15 Dexterity saving throw or be knocked prone.

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.

Lair and Lair Actions

An Onyx Dragon’s Lair

The rare Onyx dragon lairs in the remnants of cloud giant cities. Being the bi-product of chromatic and metallic dragon union, their bastard heritage forces them to reside in places with ample sky to roam through far away from their judgmental dragon-kin. Until they reach an age where they can usurp another dragon's lair as their own, they typically reside in storm-clouds surrounding ancient flying cities, and rest in the once great halls of the jotun-kin where they make massive treasure vaults or nest their eggs.

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

  • Winds are especially ferocious within a 6-mile radius of the lair, causing irregular weather patterns to manifest blizzards, typhoons and on occasion hurricanes as they wander the skies in their flying fortresses. 
  • Within the lair, winds create up and downdrafts of impossible proportions. These often cause micro-storms within the vast chambers of the lair to act as protectors of the various ancient treasures held within the dragon's horde.
  • Within its lair, the dragon can project its voice as to make its location difficult to ascertain, often luring unwanted visitors to well hidden traps with a convincing voice, or ferociously roaring away frightened critters with bellowing howls.

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

Habitat: MountainUrban

Kvasir

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