Gargantuan Dragon (Gem), Neutral Evil
AC 22 Natural Armor    Initiative +10 (20)
HP 507 (26d20 + 234)
Speed 40 ft., Burrow 45 ft., Fly 90 ft.
Mod Save
STR 27 +8 +8
DEX 14 +2 +16
CON 28 +9 +23
Mod Save
INT 28 +9 +9
WIS 20 +5 +19
CHA 23 +6 +20
Skills Perception +16, Stealth +7
Vulnerabilities Cold
Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire; Charmed, Frightened, Prone
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 60 ft.; Passive Perception 30
Languages Common, Draconic, Telepathy 120 ft.
CR 22 (XP 41,000, or 75,000 in lair; PB +7)
Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version).

Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):

At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version)
3/Day Each: Immolation
1/Day Each: Fireball (level 6 version), Scrying, Time Stop

Bonus Actions

Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics(other than size). This transformation ends if the dragon reaches 0hp or uses a bonus action to end it.

Psychic Step. The dragon magically teleports to an unoccupied space within 60 feet of it.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can’t take this action again until the start of its next turn.

Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can’t take this action again until the start of its next turn.

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

Description

 Ancient obsidian dragons were the most intelligent of the gem dragons, and also the most dangerous. Obsidian dragons ranged in size from small wyrmlings to gargantuan great wyrms. As hatchlings, their scales were rough, dark grey, and distinct from each other, but as they grew, their scales changed to solid black and smooth to point that individuals scales were difficult to distinguish. 


Obsidian Dragons

Obsidian dragons, though extremely intelligent, were also arrogant, quick to anger, and cruel, being known to toy with their prey before finishing it.

Like other true dragons, obsidian dragons radiated a fear-inducing aura. They were creatures of fire, immune to its effects but vulnerable to those of ice and cold. They also possessed the ability to innately shift themselves from the Material Plane to the Inner Planes at will. The breath weapon of obsidian dragons was a cone of fire.

By the time they were young, obsidian dragons would begin to develop natural psionic powers, at first being able to use firefall, and then biofeedback as juveniles, burning ray as young adults, whitefire as adults, wall of ectoplasm as mature adults, ectoplasmic armor as old dragons, flaming shroud as very old dragons, and plane shift as ancients, of which they could use thrice each day. They gained the use of mind store as wyrms and genesis as great wyrms, both of which they could only use once each day.

Additionally, obsidian dragons manifested mind thrust/thought shield as their attack/defense modes, and gained powers similarly to a psion of the Metacreativity discipline.

Some obsidian dragons, like all gem dragons, once lived at the Ruby Palace of their deity Sardior. But at some point their leader, the thane Seradess, was killed by the Master of Gem Dragons for reasons unknown, and all obsidian dragons were expelled from his court. Their evil nature, exceptional among gem dragons, was often connected to this fall from grace. The obsidian dragons were avoided and opposed by the other gem dragon species since that time.

Lair and Lair Actions

Obsidian Dragon Lairs

Obsidian dragons preferred warm mountainous or underground environments (such as by volcanoes); many were known to make their lairs in coal mountains found in the Elemental Plane of Fire. The exception to this were the great wyrms, who used their genesis power to make their own demiplanes.

The region containing an adult or ancient obsidian dragon’s lair is warped by its presence, creating the following effects:

Burning Heat. The area within 1 mile of the lair is an area of extreme heat. A burning creature or object takes an additional 1d4 Fire damage at the start of each of its turns.

Smoldering Haze. The area within 1 mile of the lair is Lightly Obscured with clouds of ash. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.

If the dragon dies or moves its lair elsewhere, these effects end immediately.

Habitat: MountainPlanar (Elemental Plane of Fire)

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