Gargantuan Dragon (Chromatic), Chaotic Evil
AC 22    Initiative +16 (26)
HP 533 (26d20 + 260)
Speed 50 ft., Climb 50 ft., Fly 100 ft., Burrow 25 ft.
Mod Save
STR 30 +10 +10
DEX 10 +0 +8
CON 30 +10 +10
Mod Save
INT 20 +5 +5
WIS 16 +3 +11
CHA 28 +9 +9
Skills Arcana +13, Intimidation +17, Perception +19, Religion +13, Stealth +8
Immunities Acid, Cold, Fire, Lightning, Poison; Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 30 ft.; Passive Perception 29
Languages Common, Draconic
CR 27 (XP 105,000, or 120,000 in lair; PB +8)
Traits

Amphibious. The dragon can breathe air and water.

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

Actions

Multiattack. The dragon makes four Rend attacks. It can replace one attack with a use of Spellcasting to cast (A) Mind Spike (level 5 version), (B) Shatter (level 5 version), or (C) Scorching Ray (level 5 version).

Rend. Melee Attack Roll: +18, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 14 (4d6) Fire damage.

Firestorm Breath (Recharge 5–6). Dexterity Saving Throw: DC 26, each creature in a 90-foot Cone. Failure: 105 (30d6) Fire damage. If the target is a creature, it is pushed up to 30 feet straight away from the dragon and has the Prone condition. Success: Half damage only.

Call Dragons (5/Day). The dragon causes the Orb of Dragonkind to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb have a 50 percent chance of being Hostile toward the dragon for compelling them against their will.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25, +17 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), Scorching Ray (level 5 version), Sending, Shatter (level 5 version)
1/Day Each: Cure Wounds (level 9 version), Create Undead, Daylight, Death Ward, Fireball (level 9 version), Geas, Hold Monster (level 7 version), Modify Memory, Scrying, Speak with DeadVitriolic Sphere (level 5 version)

Bonus Actions

Chromatic Burst (5/Day). Dexterity Saving Throw: DC 25, each creature in a 15-foot Emenation originating from the dragon. Failure: 55 (10d10) damage of a type chosen by the dragon: Acid, Cold, Fire, Lightning, or Poison. Success: Half damage.

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.

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

Draconic Presence. The dragon uses Spellcasting to cast (A) Command (level 4 version) or (B) Fear. The dragon can’t take this action again until the start of its next turn.

Elemental Rays. The dragon uses Spellcasting to cast (A) Melf's Acid Arrow (level 5 version) or (B) Scorching Ray (level 5 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 or Climb Speed, and it makes one Rend attack. If the attack hits, the target starts burning.

Lair and Lair Actions

Red Dragon Lairs

The ancient red dragon chosen of Tiamat makes its lair in a smoldering, unapproachable place with hints of typical lair features from other chromatic dragons.

The region containing the dragon’s lair is warped by its presence, creating the following effects:

Draconic Blessing. The lair is under the effect of a Hallow spell (spell save DC 26).

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.

Previous Versions

Name Date Modified Views Adds Version Actions
7/2/2023 5:21:09 PM
13
0
--
Coming Soon
7/10/2023 10:13:09 PM
25
0
--
Coming Soon
8/14/2025 4:12:00 PM
41
0
--
Coming Soon

Monster Tags: Cult of the Dragon

Habitat: ArcticDesertForestGrasslandHillMountainSwamp

Treasure:  Any

Golden_Pug

Comments

Posts Quoted:
Reply
Clear All Quotes