Gargantuan Dragon, Chaotic Evil
AC 23    Initiative +18 (28)
HP 615 (30d20 + 300)
Speed 50 ft., Climb 50 ft., Fly 90 ft.
Mod Save
STR 30 +10 +10
DEX 12 +1 +10
CON 30 +10 +10
Mod Save
INT 20 +5 +5
WIS 16 +3 +12
CHA 30 +10 +10
Skills Perception +21, Stealth +10
Resistances Bludgeoning, Force, Necrotic, Piercing, Psychic, Radiant, Slashing, Thunder
Immunities Acid, Cold, Fire, Lightning, Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 30 ft.; Passive Perception 31
Languages Common, Draconic
CR 29 (XP 135,000, or 155,000 in lair; PB +9)
Traits

Amphibious. The greatwyrm can breathe air and water.

Bloodied Frenzy. While Bloodied, the greatwyrm has Advantage on attack rolls and saving throws.

Boundless Movement. The greatwyrm has Advantage on saving throws made to end or avoid the Grappled or Restrained condition, and Difficult Terrain doesn’t cost the greatwyrm extra movement.

Legendary Resistance (5/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.

Magic Resistance. The greatwyrm has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The greatwyrm makes three Rend attacks and uses Spellcasting to cast (A) Melf's Acid Arrow (level 5 version), (B) Mind Spike (level 5 version), (C) Rime's Binding Ice (level 5 version), (D) Scorching Ray (level 5 version), or (E) Shatter (level 5 version).

Rend. Melee Attack Roll: +19, reach 15 ft. Hit: 21 (2d10 + 10) Slashing damage plus 11 (2d10) damage of a type chosen by the greatwyrm: Acid, Cold, Fire, Lightning, or Poison, and the target has the Prone condition.

Chromatic Breath (Recharge 5–6). Dexterity Saving Throw: DC 27, each creature in a 120-foot Cone. Failure: 18 (4d8) Acid damage,18 (4d8) Cold damage, 21 (6d6) Fire damage, 22 (4d10) Lightning damage, and 21 (6d6) Poison damage. Success: Half damage.

Spellcasting. The greatwyrm casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 27, +19 to hit with spell attacks):

At Will: Command (level 4 version), Detect Magic, Fear, Invisibility, Mage Hand, Melf's Acid Arrow (level 5 version), Mind Spike (level 5 version), Rime's Binding Ice (level 5 version), Scorching Ray (level 5 version), Sending, Shatter (level 5 version), Speak with Dead
1/Day Each: Cloudkill (level 8 version), Cone of Cold, Create Undead (level 9 version), Fireball (level 9 version), Geas, Insect Plague, Modify Memory, Scrying, Vitriolic Sphere (level 8 version)

Legendary Actions

Legendary Action Uses: 4 (5 in Lair). Immediately after another creature’s turn, the greatwyrm can expend a use to take one of the following actions. The greatwyrm regains all expended uses at the start of each of its turns.

Cloaked Flight. The greatwyrm uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The greatwyrm can’t take this action again until the start of its next turn.

Commanding Presence. The greatwyrm uses Spellcasting to cast Command (level 4 version). The greatwyrm can’t use this action again until the start of its next turn.

Frightful Presence. The greatwyrm uses Spellcasting to cast Fear. The greatwyrm can’t take this action again until the end of its next turn.

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

Lair and Lair Actions

Ascendant greatwyrms lair anywhere that other dragons dwell, be it a bitterly cold frigid cave; a dismal ruin; a polluted bog; an ancient forests; arid lands; or smoldering, unapproachable places such as volcanic mountains and burning wastelands.

The region containing an Ascendant greatwyrm's lair is warped by its presence, creating the following effects:

Beast Spies. Tiny Beasts magically gain the ability to understand Draconic and can communicate telepathically with the greatwyrm while within 1 mile of the lair.

Elemental Doom. The area within 1 mile of the lair is an area of extreme elemental enegery. Whenever acreature or object takes Acid, Cold, Fire, Lightning, or Poison damage, it must succeed on a DC 15 Constitution saving throw or take an additional 1d4 damage and have its Speed reduced by 10 feet for 1 hour.

Toxic Haze. The area within 1 mile of the lair is Lightly Obscured with clouds of detritus. Whenever a creature other than the greatwyrm 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 greatwyrm dies or moves its lair elsewhere, these effects end immediately.

Treasure:  Any

Golden_Pug

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