Huge Dragon (Adult Chromatic), Chaotic Evil
AC 19    Initiative +9 (19)
HP 280 (33d12 + 66)
Speed 40 ft., Fly 80 ft.
Mod Save
STR 21 +5 +5
DEX 5 −3 −3
CON 15 +2 +8
Mod Save
INT 9 −1 −1
WIS 9 −1 +5
CHA 14 +2 +2
Skills Arcana +5, Athletics +11, Perception +11, Stealth +3
Immunities Necrotic; Exhaustion, Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
Languages Common, Draconic
CR 17 (XP 18,000, or 20,000 in lair; PB +6)
Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Mimicry. The gray dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.

 

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a casting of Vampiric Touch (level 4 version).

Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d12 + 5) Force damage plus 5 (1d10) Necrotic damage. The target's Hit Point Maximum is reduced by an amount equal to the Necrotic damage taken. The reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its Hit Point Maximum to 0.

Spellcasting. The dragon casts one of the following spells without requiring Material components, using Charisma as the spellcasting ability (spell save DC 15, +8 to hit with spell attacks):

At Will: Mage Hand, Fear, Vampiric Touch (level 4 version)

1/Day: Dispel Magic

Bonus Actions

Mystic's Eyes. The gray dragon uses Spellcasting to cast Detect Magic.

Reactions

Elemental Defense (Recharge 4-6). The dragon uses Spellcasting to cast either Shield or Absorb Elements in response to the spell's trigger.

Spell Turning (1/Day). The dragon uses Spellcasting to cast Magic Mirror in response to the spell's trigger.

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 its turns.

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

Stony Hazard. The dragon creates three sharp stalactites and telekinetically drops them on its enemies. Dexterity Saving Throw: DC 15, three creatures within 120 feet of the dragon. Failure: 10 (3d6) Piercing damage.

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

Lair and Lair Actions

A Gray Dragon’s Lair

Gray dragons make their nests high in the mountaintops in frigid caves and lofty peaks. Gray dragons especially love stony precipices, and frequently employ boulders to keep intruders out of their airy caverns.

A legendary gray dragon’s innate magic aggravates the already tempestuous winds around its lair. Gales and torrents around the whistling heights whip around these crevices, providing an extra layer of security.

A gray dragon rests on high rocky plateaus, sunning itself as best as it can using natural light, while the floor around it is a treacherous morass of rubble and stone, hidden pits, and yawning chasms. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its life-sapping claws

Regional Effects

The region containing a legendary gray dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Great stony spires jut from the landscape within 6 miles of the dragon’s lair.
  • The ground is loose and gravelly within 6 miles of the dragon's lair, and a creature attempting to explore this terrain takes twice as long.
  • Large boulders block off areas in the dragon’s lair. Each boulder is roughly spherical, and a 10-foot section has AC 15, 30 hit points, vulnerability to Thunder, Force, and Bludgeoning damage, resistance to Piercing, Slashing, and Acid damage, and immunity to Fire, Cold, Necrotic, Poison, and Psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

If the dragon dies, the loose ground solidifies within 1 day. The stone spires crumble over the course of 1d10 days.

Previous Versions

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Habitat: Mountain

TheBooksDoctor

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