Huge Dragon (Chromatic, Metallic), Neutral Good
AC 19    Initiative +8 (18)
HP 290 (20d12 + 160)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
Mod Save
STR 28 +9 +9
DEX 14 +2 +8
CON 26 +8 +8
Mod Save
INT 16 +3 +3
WIS 24 +7 +13
CHA 17 +3 +3
Skills Intimidation +9, Medicine +13, Perception +13, Persuasion +9
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire, Poison; Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23
Languages Celestial, Common, Draconic
CR 18 (XP 20,000, or 22,000 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.

Adamantine Scales. Any Critical Hit against the dragon becomes a normal hit.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Dispel Magic or (B) Either one of its breath weapons.

Rend. Melee Attack Roll: +15, reach 10 ft. Hit: 20 (2d10 + 9) Slashing damage plus 7 (1d12) Fire damage. If the target is an object, a normal hit with this attack becomes a Critical Hit.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, e each creature in either a 60-foot Cone or 90-foot Line. Failure: 91 (14d12) Fire damage. Success: Half damage. This damage bypasses resistance to Fire but not immunity.

Slow Breath (1/Day). Wisdom Saving Throw: DC 22, e each creature in a 60-foot ConeFailure: The creature is paralyzed for 1 minute. Success: The creature is slowed for 1 minute, imposing  a −2 penalty to AC and Dexterity saving throws, and it can't take Reactions. A creature can make a save at the end of each of its turns to become slowed if they are paralyzed , or to end the effect on themselves if they are slowed.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 21, +12 to hit with spell attacks):

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.

Fearsome Stomp. Dexterity Saving Throw: DC 22, all creatures within 15 feet of the dragon. Failure: The target is Prone and becomes Frightened of the dragon until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn. 

Protect. The dragon moves up to half its Speed, and it protects any number of creatures within 10 feet of it, giving them a +2 bonus to their AC as long as they remain within 10 feet of the dragon until the start of the dragon’s next turn. 

Retribution. The dragon makes a rend attack and casts Divine Smite.

Habitat: HillMountain

Xaidae