Gargantuan Dragon, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 565 (28d20 + 224)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
27 (+8)
INT
24 (+7)
WIS
25 (+7)
CHA
24 (+7)
Saving Throws DEX +8, CON +16, WIS +15, CHA +15
Skills Perception +23, Stealth +8
Damage Immunities Cold
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 33
Languages Common, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Ferrous Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, their current hit point total instead resets to 400 hit points, they recharge their Breath Weapon, and they regain any expended uses of Legendary Resistance. Additionally, the greatwyrm can now cast Mass Polymorph once as a Legendary Action (Costs 3 Actions) in the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Ferrous Awakening activates.

Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.

Draconic Immunity. The dragon cannot be put to sleep by magic.

Metalsense. The dragon can supernaturally sense non-precious metals (such as iron, steel, or bronze) within 120 feet of themself if the metal is not behind total cover. The dragon cannot be surprised by any creature using armor or weapons made from non-precious metals.

Unusual Nature. The greatwyrm doesn’t require food or drink.

Actions

Multiattack. The greatwyrm can use their Frightful Presence. They then makes three attacks: one with their Bite and two with their Claws.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 16 (3d10) Cold damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, they are grappled (escape DC 16) and are restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.

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 23 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 Weapon (Recharge 5–6). The greatwyrm exhales freezing air in a 300-foot cone. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, the creature takes 84 (13d12) Cold damage and their speed is reduced in half. On a successful save, it takes half as much damage and their speed is not reduced. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.

Paralyzing Breath. The dragon exhales a stream of icy crystal in a 300-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or have their Dexterity score reduced by 6 (1d12). A creature's Dexterity score is reduced until they complete a short or long rest.
Spellcasting . The greatwyrm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attack):

1/day each: Shape Water, Pass Without Trace, Rime’s Binding Ice, Wall of Ice, Eyebite, Flesh to Stone

Legendary Actions

The greatwyrm 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 greatwyrm regains spent legendary actions at the start of their turn.

Claw. The greatwyrm makes one Claw attack.

Spellcasting (Costs 2 Actions). The greatwyrm uses Spellcasting.

Ferrous Eye (Costs 3 Actions). The greatwyrm emits a beam of draining energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Charisma saving throw, taking 27 (5d10) Necrotic damage on a failed save, or half as much damage on a successful one.

Description

The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

Habitat: Arctic

TheBooksDoctor

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