Gargantuan Dragon (Chromatic), Neutral
AC 29 Natural Armor    Initiative +20 (30)
HP 581 (26d20 + 304)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
Mod Save
STR 30 +10 +20
DEX 23 +6 +16
CON 29 +9 +19
Mod Save
INT 18 +4 +14
WIS 28 +9 +19
CHA 30 +10 +20
Skills Acrobatics +14, Animal Handling +16, Arcana +12, Athletics +18, Deception +18, History +12, Insight +24, Intimidation +18, Investigation +12, Medicine +16, Nature +12, Perception +23, Performance +18, Persuasion +18, Religion +12, Sleight of Hand +16, Stealth +14, Survival +16
Immunities Fire
Gear Staff of Power, Ring of Spell Storing, Outer Essence Shard(Evil), Illusionists' Bracers, Ring of Necrotic Resistance, Periapt of Health, Wand of Magic Missiles, Clothes of Mending, Tome of Leadership and Influence, Dragon Statuette
Senses Blindsight 60, Darkvision 120 ft.; Passive Perception 32
Languages Common, Draconic, Infernal
CR 28 (XP 120,000, or 75,000 in lair; PB +8)
Traits

Legendary Resistance (5/Day, or 6/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Power of the Fire Primordial

You have absorbed the power of a fire primordial equal to 5 levels , you gain the following permanent benefits.

Immolating Corona. At the start of each of your turns, each creature within 10 feet of you takes 3d6 Primordial Fire damage and must succeed on a DC 24 Constitution saving throw or catch fire. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 3d6 Primordial Fire damage and must succeed on a DC 24 Constitution saving throw or catch fire. Until a creature uses an action to douse the fire, the creature on fire takes 2d6 Primordial Fire damage at the start of each of its turns.
 
Resistance. You gain 5 uses of Legendary Resistance.
 
Regeneration. You regenerate 25 hit points at the start of every turn.
 
Hit Points. Your HP maximum increases by 250. (null)
 
Blessings. You gain the Blessing of Protection & the Blessing of Magic Resistance. (+1AC, Adv on Saving Throws against magical effects)
 
Immunity. You gain Immunity to Fire damage.
Spell Sniper

Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.

Casting in Melee. Being within 5 ft. of an enemy doesn't impose Disadvantage on your attack rolls with spells.

Increased Range. When you cast a spell that has a range of at least 10 ft. and requires you to make an attack roll, you can increase the spell's range by 60 ft.

Boon of Skill

All-Around Adept. You gain proficiency in all skills.

Cartomancer

You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:

Card Tricks. You learn the Prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as ordinary conversation and card handling.

Hidden Ace. When you finish a long rest, you can choose one spell from your class’s spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.

Mystic Conflux

You can attune to up to four magic items at once. You can also cast the identify spell without expending a spell slot or material components, and must finish a long rest before you can do so again.

Resilient

Ability Score Increase. Choose one ability in which you lack saving throw proficiency and increase the chosen ability score by 1. Str

Saving Throw Proficiency. You gain saving throw proficiency with the chosen ability.

Tough

Your Hit Point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your Hit Point maximum increases by an additional 2 Hit Points. 

Eldritch Invocations

You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. If an invocation has a prerequisite, you must meet it to learn that invocation.

Agonizing Blast (Eldritch Blast)

You can add your Cha. modifier bonus to the damage rolls of Eldritch Blast.

Devil’s Sight

You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 ft. of yourself.

Pact of the Blade

As a Bonus Action, you can conjure a pact weapon in your hand, or create a bond with a magic weapon you touch. You can’t bond with a magic weapon if someone else attuned to it or another Warlock is bonded with it. Until the bond ends, you’re proficient with it and can use it as a Spellcasting Focus.

Whenever you attack with the bonded weapon, you can use your Cha. instead of Str. or Dex.; and you can cause it to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Your bond with the weapons ends if you use this feature’s Bonus Action again, if the weapon is more than 5 ft. away from you for more than 1 minute, or if you die. A conjured weapon disappears when the bond ends.

Pact of the Blade: Conjure: 1 Bonus Action
Pact of the Blade: Bond: 1 Bonus Action
 
Pact Magic
Magical Cunning: Pact Magic spell slots (2)

Once per Long Rest, you can perform an esoteric rite for 1 minute, regaining up to 1 expended Pact Magic spell slots.

Magical Cunning: (No Action)
1/Long Rest
Innate Sorcery

Twice per Long Rest, you can take a Bonus Action to unleash the simmering magic within you for 1 minute.

Activate Innate Sorcery

During your Innate Sorcery, you gain the following benefits:

• The spell save DC of your Sorcerer spells increases by 1.

• You have Advantage on the attack rolls of Sorcerer spells you cast.

Innate Sorcery: Sorcery Incarnate: 1 Bonus Action
Innate Sorcery: 1 Bonus Action
Uses: 2/Long Rest
Font of Magic
Font of Magic: Sorcery Points: (No Action)
Uses:
18/Long Rest
Current: 18
Font of Magic: Convert Spell Slots: (No Action)
Font of Magic: Create Spell Slot Level 1: 1 Bonus Action
Font of Magic: Create Spell Slot Level 2: 1 Bonus Action
Font of Magic: Create Spell Slot Level 3: 1 Bonus Action
Font of Magic: Create Spell Slot Level 4: 1 Bonus Action
Font of Magic: Create Spell Slot Level 5: 1 Bonus Action
Metamagic Known options

You can alter spells to suit your needs; you know 6 Metamagic options which can be used to temporarily modify spells you cast.

Metamagic Options

Subtle Spell

When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Metamagic: Subtle Spell: (No Action)
Transmuted Spell

When you cast a spell that deals a type of damage from the following list you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.

Metamagic: Transmuted Spell: (No Action)
Quickened Spell

When you cast a spell with a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on the current turn after modifying a spell in this way.

Metamagic: Quickened Spell: (No Action)
Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can spend 1 Sorcery Point and choose up to 10 creatures to automatically succeed on its saving throw, and it takes no damage if it would normally take half damage on a success.

Metamagic: Careful Spell: (No Action)
Empowered Spell

When you roll damage for a spell, you can spend 1 Sorcery Points to reroll up to 10 damage dice and you must use the new rolls. You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.

Metamagic: Empowered Spell: (No Action)
Seeking Spell

If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell, even if you’ve already used a different Metamagic option.

Metamagic: Seeking Spell: (No Action)
Sorcerer Subclass
Draconic Sorcery
 
Draconic Resilience

Your HP maximum increases by 18, and your AC is boosted by your CHA mod

Draconic Spells

When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.

Chromatic Orb(1st)
Command(1st)
Alter Self(2nd)
Dragon's Breath(2nd)
Fear(3rd)
Fly(3rd)
Arcane Eye(4th)
Charm Monster(4th)
Legend Lore(5th)
Summon Dragon(5th)
 
Sorcerous Restoration

When you finish a Short Rest, you can regain up to 9 Sorcery Points. Once used, you can’t use this feature again until you finish a Long Rest.

Sorcerous Restoration: (No Action)
1/Long Rest
 
Elemental Affinity

You are associated with Dragons: Force. You gain the following benefits:

• You have Resistance to that damage type.

• When you cast a spell that deals damage of that type, you can add your Cha. modifier (+10) to one damage roll of that spell.

Sorcery Incarnate

If you have no uses of Innate Sorcery left, you can use it by spending 2 Sorcery Points when you take the Bonus Action to activate it.

While Innate Sorcery is active, you can use up to two Metamagic options on each spell you cast. 

Dragon Wings

As a Bonus Action, you can cause draconic wings to appear on your back, which last for 1 hour or until you dismiss them.

Once used, you can’t use this feature again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Activate Dragon Wings

When you activate your Dragon Wings, you have a Fly Speed of 60 ft.

Dragon Wings: 1 Bonus Action
1/Long Rest
Dragon Companion

You can cast Summon Dragon without a Material component. Once per Long Rest, you can cast it without a spell slot. Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do the spell’s duration becomes 1 minute for that casting.

Summon Dragon (5th)

1/Long Rest
Proficiencies
Light Armor, Simple Weapons, Carpentry Tools
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: +18, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 25, 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 27, +20 to hit with spell attacks):

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

 Eldritch Blast, +20 to Hit. You hurl four beams of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10+10 Force damage(add another +10 to one beam).

Bonus Actions
Actions in Combat
Two-Weapon Fighting
Spells
Armor of Agathys (1st),
Dragon's Breath (2nd),
Mind Thrust (2nd),
Draconic Transformation (7th)
Dragon Wings

You can cause draconic wings to appear on your back, which last for 1 hour or until you dismiss them.

Once used, you can’t use this feature again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

1/Long Rest

Font of Magic: Create Spell Slot Level 1

You can transform 2 unexpended Sorcery Points into a level 1 spell slot, which vanishes when you finish a Long Rest.

Font of Magic: Create Spell Slot Level 2

You can transform 3 unexpended Sorcery Points into a level 2 spell slot, which vanishes when you finish a Long Rest.

Font of Magic: Create Spell Slot Level 3

You can transform 5 unexpended Sorcery Points into a level 3 spell slot, which vanishes when you finish a Long Rest.

Font of Magic: Create Spell Slot Level 4

You can transform 6 unexpended Sorcery Points into a level 4 spell slot, which vanishes when you finish a Long Rest.

Font of Magic: Create Spell Slot Level 5

You can transform 7 unexpended Sorcery Points into a level 5 spell slot, which vanishes when you finish a Long Rest.

Innate Sorcery

Twice per Long Rest, you can take a Bonus Action to unleash the simmering magic within you for 1 minute.

2/Long Rest

Innate Sorcery: Sorcery Incarnate

While Innate Sorcery is active, you can use up to two Metamagic options on each spell you cast.

Pact of the Blade: Bond

You can create a bond with a magic weapon you touch. You can’t bond with a magic weapon if someone else attuned to it or another Warlock is bonded with it. Until the bond ends, you’re proficient with it and can use it as a Spellcasting Focus.

Your bond with the weapons ends if you use this feature’s Bonus Action again, if the weapon is more than 5 ft. away from you for more than 1 minute, or if you die. A conjured weapon disappears when the bond ends.

Pact of the Blade: Conjure

As a Bonus Action, you can conjure a pact weapon in your hand.

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

Reactions

Shield (1st),
Silvery Barbs (1st),
Counterspell (3rd)

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.

Habitat: HillMountain

LegendofThunder