Gargantuan Dragon (Metallic), Typically Lawful Good
Armor Class 26 Natural Armor
Hit Points 850 (40d20 + 410)
Speed 200 ft., Climb 40 ft., Swim 40 ft., Walk 40 ft.
STR
30 (+10)
DEX
12 (+1)
CON
30 (+10)
INT
24 (+7)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws STR +19, CON +19, CHA +19
Damage Resistances Lightning, Necrotic, Radiant
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Incapacitated, Paralyzed, Stunned
Senses Blindsight 120 ft, Tremorsense 120 ft, Truesight 240 ft, Passive Perception 28
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Metallic Awakening. When the Ancient Gold Greatwyrm would drop to 0 hit points, it instead regains 450 hit points and may now take actions from the Mythic Actions section. Additionally, it regains all expended legendary actions and resistances.

World Ending Presence. All creatures within 240 feet of the Greatwyrm that it chooses must make a DC 24 Wisdom Save. Succeeding against this save renders a creature immune to this effect for 24 hours. Creatures that fail this save take one of the following effects (Greatwyrm chooses): (A) become paralyzed for one minute, (B) be compelled to expend all possible resources to flee as far away from the Greatwyrm as possible, (C) become Frightened and Confused for 5 minutes

Spellcasting. The Greatwyrm is a 20-level spellcaster. Its spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It has following [class name] spells prepared:
Cantrips (at will): Bless, Bane, Chain Lightning, Disintegrate, Hold Person (5th Level), Guiding Bolt (5th Level), Greater Invisibility, Blade Barrier, Heroes Feast, Resurrection

5/Day- Anti-magic Field, Power Word Stun, Control Weather 

3/Day- Meteor Swarm, Mass Heal, Time Stop

Legendary Resistances. The Greatwyrm has 7 legendary resistances/day. 

Actions

Multiattack. The Greatwyrm makes 3 attacks, choosing from the following options.

Rend. +16 to hit, reach 15 ft., 1 target. Hit: 21 (2d10+10) magical slashing damage + 21 (2d10+10) Force damage.

Bite. +16 to hit, range 20 ft., 1 target. Hit: 35 (4d10 + 13) magical piercing damage. Target must make a DC 24 Strength save or be knocked prone.

Tail. +16 to hit, range 50ft, 1 target. Hit: 21 (2d10+10) force damage.

Cast Spell. The Greatwyrm casts 1 spell from its spell list.

Breathe Weapon (recharge on 4-6). The Greatwyrm breathes in a 200 ft. line, causing all creatures to make a DC 24 dexterity saving thrown or take 84 (13d12) fire damage and 42 (7d12) radiant damage (half as much on a success). 

Legendary Actions

The Greatwyrm has 5 legendary actions/round. 

  • Attack. The Greatwyrm makes one Claw or Tail attack.

  • Wing Attack (Costs 2 Actions). The Greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The Greatwyrm can then fly up to half its flying speed.

  • Teleport (Costs 3 Actions). The Greatwyrm vanishes and reappears in any unoccupied space it can see within 500 feet. 
Mythic Actions

Breathe Weapon(Mythic recharge 6)- The Greatwyrm uses its breathe weapon.

Spellcasting (Costs 2 Actions)- The Greatwyrm casts a spell from its spell list. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Beachyboi

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