Gargantuan Dragon, Lawful Evil
AC 22    Initiative +17 (27)
HP 459 (34d20 + 102)
Speed 40 ft., Fly 80 ft.
Mod Save
STR 30 +10 +10
DEX 16 +3 +10
CON 17 +3 +3
Mod Save
INT 14 +2 +2
WIS 14 +2 +9
CHA 15 +2 +2
Skills Athletics +17, Deception +9, Nature +9, Perception +16, Stealth +10
Immunities Lightning; Exhaustion, Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26
Languages Common, Draconic
CR 23 (XP 50,000, or 75,000 in lair; PB +7)
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Metalsense. The dragon can supernaturally sense non-precious metals (such as iron, steel, or bronze) within 120 feet of itself if the metal is not behind total cover. The dragon cannot be surprised by any creature using armor or weapons made from non-precious metals.

Actions

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Weapon Attack: +17 to hit, reach 15 ft. Hit: 17 (2d6 + 10) Slashing damage plus 7 (2d6) Lightning damage.

Magnetic Breath (Recharge 5–6). Constitution Saving Throw: DC 18, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 77 (31d4) Lightning damage, and the target is pushed 20 feet away from the dragon. Success: Half damage only.

Spellcasting. The dragon casts one of the following spells without requiring Material components, using Charisma as the spellcasting ability (spell save DC 17):

At Will: Spike Growth

1/Day: Major Image, Plant Growth

Bonus Actions

Viney Trap. The dragon casts Ensnaring Strike on one of its Rend attacks, using the same ability as Spellcasting.

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.

Honey Trap. Constitution Saving Throw: DC 18, each creature in a 15-foot-radius, 10-foot-high cylinder within 60 feet of the dragon that starts its turn in the area or moves into the area for the first time on a turn. Failure: 10 (4d4) Poison damage, and the target is Poisoned until the end of the dragon's next turn. Success: Half damage. Success or Failure: The cylinder moves 10 feet away from the dragon in a straight line. The swarm disperses after 1 minute. The dragon can’t take this action again until the start of its next turn.

Thorny Growth. The dragon uses Spellcasting to cast Spike Growth. 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 or uses Viney Entrapment to cast Ensnaring Strike.

Lair and Lair Actions

Cobalt Dragon Lairs

The cobalt dragon makes its lair in forests and jungles, preferring to seclude itself away from societies. The floors of their caves or treetop dwellings are littered with cleverly crafted traps and almost always overgrown with plants.

The region containing an adult or ancient cobalt dragon’s lair is warped by its presence, creating the following effects:

Unstable Ground Pit traps dug by the dragon exist more frequently in the area within 1 mile of the lair. Whenever a creature in that area other than the dragon and its allies finishes a Long Rest, roll 1d20. On a 1, a trap opens beneath the creature, and the creature must succeed on a DC 15 Dexterity saving throw or fall 2d4 × 10 feet into the trap.

Sovereign Ruler. Beasts within 1 mile of the lair are more likely to be hostile to you and attempt to attack. In addition, the dragon can give order to these Beasts as if they share a common language, though they cannot understand the Beast themselves.

Previous Versions

Name Date Modified Views Adds Version Actions
10/11/2025 4:17:35 PM
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10/11/2025 4:36:31 PM
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10/11/2025 4:37:26 PM
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Habitat: Forest

TheBooksDoctor

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