Gargantuan Dragon (Archfey), Any Alignment
Armor Class 20 (natural armor)
Hit Points 550 (20d20 + 120)
Speed 40 ft., Fly 80 ft., Burrow 40 ft., Climb 80 ft., Swim 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
23 (+6)
INT
20 (+5)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws DEX +12, CON +14, CHA +16
Skills Perception +13, Persuasion +15, Stealth +11
Damage Resistances Damage from Spells
Damage Immunities Radiant
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Faerie Ring (3/Day). The dragon can use an established Faerie Ring to transport itself and/or others to another lair under it's possession or plain of existence. If you step inside the Faerie Ring uninvited you cannot exit until the start of your next turn. The dragon can choose to keep the Faerie Ring open or destroy it at will.

Misty Skip (1/Day). The dragon can move it's full speed (flying/swim/walking/etc) up to an additional 1d4 times. It briefly materializes every 40ft opening it to opportunity attacks.

Keen Senses. The dragon has Advantage on CHA saving throws and Deception/Perception checks against you if it knows your true name. If YOU know the Dragon's true name it has Disadvantage on the same abilities when rolling against you. 

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 11 (3d10) radiant damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 10 (2d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Breath Weapon (Recharge 5–6). The dragon uses one of the following breath weapons:

Nightmare Breath. The dragon exhales a cloud of darkness in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Dawn's Breath. The dragon exhales a beam of sunlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 60 (16d10) radiant damage on a failed save, or half as much damage on a successful one.

Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):

At will: faerie fire

2/day each: calm emotions, dispel magic, invisibility, revivify

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Tail. The dragon makes one Tail attack.

Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.

Description

Ancient legends suggest that that first dragon to visit the Feywild laid a clutch of eggs. Nathair happened upon the eggs and infused them with Fey magic, which hatched into the first Moonstone Dragons. Their descendants are now found throughout the Feywild. Nathair and his children didn't stop there...the story continued. There are those that have ascended to a higher status, Archdragons.

Archdragons are born in the Feywild of all species. They align themselves with the Fey Courts or like many are Courtless. They have gained nearly god-like powers and established a position of preeminence among Fey-kind. Each Archdragon has a unique appearance and set of abilities, most maintain a territory in the Feywild.

Some Archdragons are regarded as deities and granted divine abilities to their worshipers.

As a rule, Archdragon's break the mold. They are all unique and cannot be made to fit into boxes, unless that is what they wish.

Creating an Archdragon

Use the Archdragon Personality Traits and Archdragon Ideals tables to inspire your portrayal of distinctive Archdragon characters.

Archdragon Personality Traits

d8 Trait
1 I often lose track of whether I’m in the Feywild or on the Material Plane.
2 I eat Brownies, not the kind made of chocolate.
3 No matter how old I get, I always delight in mischief and chicanery.
4 I’ve always been mature for my age, and I await the day I can retire to my lair to be taken care of by doting Fey.
5 I resort to violence to solve all my problems.
6 Conversing with others is often difficult because I’m so easily distr… oh my goodness, is that circlet made of mithril?
7 I find mortals fascinating! I live amongst them. Someone has to provide the planes with all the chaos and whimsy of the Feywild.
8 I find everyone exhausting and my existence to be a drag.

Archdragon Ideals

d6 Ideal
1 Curiosity. I might never be able to experience everything in the multiverse—but it doesn’t hurt to try. (Any)
2 Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)
3 Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic)
4 Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)
5 Inspiration. Great are history’s artists and creators. But greater still are those who inspire them. (Any)
6 Power. Creatures that oppose me look lovely with my pressed flowers. (Evil)

Archdragon Adventures

The Archdragon Adventure Hooks table offers suggestions for stories and adventures involving Archdragons.

Archdragon Adventure Hooks

d8 Adventure Hook
1 A wealthy and well-known artist’s muse—an Archdragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon.
2 A portal to the Feywild has appeared in the Material Plane and a flight of pixies are wreaking havoc on nearby villages, pilfering every bit of silver the locals own. A local glimpsed a dragon fly by.
3 An Archdragon seeks the crown of a Fey Prince—and will do anything to get it.
4 A gluttonous Archdragon is consuming all livestock in a small town.
5 An Archdragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon’s lair.
6 An Archdragon kidnaps a member of nobility from ten cities.
7 A powerful spellcaster is working with an Archdragon to invade the dreams of adventurers, sending parties on quests to aid them with their nefarious scheme.
8 An Archdragon is banished to the Material Plane and must return home to the Feywild.

Connected Creatures

In the Feywild, Archdragons interact mostly with Fey creatures who revere and serve the dragon. Outside the Feywild, they often prefer to communicate with other creatures in disguise.

Archdragon Connections

d4 Connected Creatures
1 An Archdragon and an Ancient Dragon vie for supremacy in a primeval forest.
2 An Archdragon has partnered with a Sphinx to guard a precious treasure, taking the place of the Sphinx’s slain partner.
3 An Archdragon is summoned to mediate a centuries-old conflict between Courts.
4 An Archdragon's sibling, imprisoned for centuries in the Shadowfell, has finally returned home as a shadow dragon.

Archdragon Lairs

Often, an Archdragon’s lair is not a single location, but rather a collection of personally significant places spread out across multiple planes of existence and connected through portals under the dragon’s control. A lair might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of the Ethereal Plane. Archdragons often use locations in the Feywild as their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for storage.

Archdragons navigate their multiplanar lairs by opening portals between planes at will. They sometimes forget to close those portals, allowing the inhabitants of one plane to wander into others.

Archdragon Lair Features

You can look to other maps in this chapter as inspiration for the scattered parts of an Archdragon’s lair. For example, a well maintained and above-water tower makes a great Feywild audience chamber, while an enormous tree makes for a very comfortable bedchamber in a grove on the Material Plane. And features such as cloud bridges can be used for the parts of an Archdragon’s lair that lie in the Border Ethereal.

Lair and Lair Actions

An Archdragon’s Lair

For their lairs, Archdragons make them anywhere and everywhere. They establish multiple lairs from a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.

The challenge rating of a legendary Archdragon increases by 1 when it’s encountered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

Stage Fright. The dragon targets a creature it can smell within 50 feet of it and attempt to petrify them. The target must succeed on a DC 20 Constitution saving throw or be turned to statue of your choosing stone/wood/ore/mineral/gem etc. While petrified, the target is incapacitated until initiative count 20 on the next round. The target suffers from any damage taken in statue form.

Plane Scatter. Sigils appear under your feet. The dragon targets creatures of it's choosing that it can see within 120 feet and attempts to send those creatures to another plane. The targets must succeed on a DC 15 Charisma saving throw or be banished until initiative count 20 on the next round. While there, the target(s) is/are stunned. When the effect ends, the target(s) reappear in the space they left or in the nearest unoccupied space.

Regional Effects

The region surrounding a legendary Archdragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:

Dream Communication. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.

Planar Transition. The veil between planes is thinned near an Archdragon’s lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.

If the dragon dies, any portals near the lair close immediately.

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