Gargantuan Dragon, Typically Neutral
AC 22    Initiative +0 (10)
HP 385 (22d20 + 154)
Speed 40 ft., Fly 80 ft.
Mod Save
STR 30 +10 +27
DEX 10 +0 +7
CON 25 +7 +21
Mod Save
INT 16 +3 +13
WIS 15 +2 +11
CHA 23 +6 +19
Immunities Radiant; Blinded, Deafened, Stunned, Unconscious
Senses Blindsight 60 ft, Darkvision 120 ft; Passive Perception 26
Languages Common, Draconic
CR 22 (XP 41,000; PB +7)
Traits

Three Headed: The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, defeated, stunned, and knocked unconscious.

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

Triple Threat: The dragon can take three actions per round, rather than one. 

Actions

 

Multiattacks: The dragon can use Frightful Presence. It then makes 3 Bite attacks (one for each head)

Bite: Melee weapon attack: +17 to hit, reach 15 ft, one target. Hit: 21 (2d10 + 10) piercing damage plus 10 (3d) radiant damage.

Triple Burst Stream of Destruction (Recharge 5-6): The dragon's three heads fire simultaneously. It exhales radiant energy in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 88 (16d10) radiant damage on a failed saving throw, or half as much as a successful one. 

Legendary Actions

Bite: The dragon makes one bite.

Wing Attack (Costs 2 actions): The dragon beats its wings. Each creature within 15 feet must succeed a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage or knocked prone. The dragon then can fly up to half it' flying speed. 

Hyper-Radiant Flare (Costs 3 actions): The dragon emits a blinding flash. Each creature within 30 feet must succeed on a DC 21 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of it's turns.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

skylargeske13

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