Huge Dragon (Metallic), Lawful Good
AC 22    Initiative +7 (17)
HP 250 (20d20 + 40)
Speed 40 ft., Fly 70 ft.
Mod Save
STR 22 +6 +12
DEX 16 +3 +3
CON 21 +5 +11
Mod Save
INT 16 +3 +3
WIS 16 +3 +3
CHA 12 +1 +1
Skills Stealth +7
Resistances Piercing, Slashing
Senses Passive Perception 20
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.

 
Actions

Multiattack. Make one bite, one claw, and one (two when in its lair) more of either.

Bite. Melee attack roll, +8, range 10 ft., Hit  30 (4d8 +12) piercing damage.

Claw. Melee attack roll, +8, range 10 ft., Hit 30 (8d6 +2) slashing damage.

Molten Breath (Recharge 5-6). The dragon exhales molten titanium in a 35 foot cone. All creatures within this cone must make a DC 17 dexterity saving throw or take 51 (8d8 +15) fire damage, and half damage on a success. All wooden objects and structures within this cone are lit on fire.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using strength as the spellcasting ability (spell save DC 18):

At will: Firebolt, Hot Hands, Produce Flame (Instantanious)

3/Day: Fireball

 

Bonus Actions

Defensive Form. The dragon takes the form of one of the items or structures listed below. When in this form, it gets +3 AC, 20 temporary hit points and the amphibious trait and cannot move, take actions other than leaving this form or age. It leaves this form if it dies or is knocked unconscious.

A shield meant for a large or huge creature.

A breastplate meant for a large or huge creature.

A large vault.

A sixty foot wall.

A small house.

Leave Defensive form. The dragon leaves its defensive form.

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.

Unstoppable defence. The dragon's scales become even denser then before, taking 2d6 (4d6 if it's resistant to it) less damage during the next turn.

Superheat. All creatures who make a melee attack against the dragon must succeed a DC 17 dexterity saving throw. Failure: Take 10 (3d6) fire damage, and increase the damage on the next fail by 1d4 (1d6 in lair) for the rest of combat. Success: Half damage only. the dragon cannot take this action or any other legendary actions until the start of its next turn, when the effect ends.

Multiattack. Make one bite, and one (two when in its lair) other available action.

Description

A creature of protection and defence, the titanium dragon wishes to protect the innocent and good willed in any way it can. Any Shield the party finds could turn out to be a titanium dragon in disguise, silently giggling to itself on how good of a job its doing. Titanium dragons are known to change personality as they age, with wyrmlings being energetic and playful, young dragons being joyful, adults being grumpy but kind, and ancients being irritable and no-nonsense.

Lair and Lair Actions

A titanium Dragon will declare any city it currently inhabits as its lair, and the residents all know of its presence, whether it's in defensive form or not.

The area surrounding the lair is effected by its presence, altering the area in the following ways:

Thriving Civilisation. All creatures within 1 mile of the lair must succeed a DC 17 wisdom saving throw or be subjected to an intense urge to live here.

Boastful Civilisation. All creatures who live within 1 mile of the lair must succeed a DC 17 wisdom saving throw or be subjected to an intense urge to brag about how good their area or city is.

Immovable Civilisation. All creatures who live within 1 mile of the lair gain +1 AC.

Lair Actions:

Molten Breath. As a bonus action, the dragon can use its breath attack, and it will not light anything part of or within 1 mile of the lair that the dragon deems friendly on fire.

Superheat. As an action, all creatures who make a melee attack against the dragon must succeed a DC 17 dexterity saving throw. Failure: Take 10 (3d6) fire damage, and increase the damage on the next fail by 1d4 (1d6 in lair) for the rest of combat. Success: Half damage only. the dragon cannot take this action or any other legendary actions until the start of its next turn, when the effect ends.

Tail. The dragon spins around, bashing all creatures within 10 ft. with its tail. All creatures affected must succeed a DC 15 dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked back 10 ft.. 

Habitat: Urban

Seb2000

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