Legendary Resistance (4/Day). If the serpent fails a saving throw, it can choose to succeed instead.
Adamantine Shedding (Recharges after a Short or Long Rest). If the serpent would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Golden Toroid, and it regains any expended uses of Legendary Resistance, though its Adamantine Scale Plating stops functioning until it takes a long rest. Additionally, the serpent can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.
Adamantine Scale Plating (1/turn). The Serpent gains immunity to all damage until it takes a critical hit.
Copper Coils. Whenever the serpent is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Immutable Form. The serpent is immune to any spell or effect that would alter its form.
Magic Resistance. The serpent has advantage on saving throws against spells and other magical effects.
Magic Weapons. The serpent’s weapon attacks are magical.
Sharp Scales. When a creature starts their turn or comes within 15 feet of the serpent once per turn it must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 36 (8d8) slashing damage. On a successful save, the creature takes half as much damage.
Multiattack. The serpent makes one Bite attack and one Tail attack.
Diamond-Tipped Teeth. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) Lightning damage.
Tungston Cored Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.
Golden Toroid (Recharge 5-6). The Serpent discharges electricity in a 15-foot radius. Each creature in that area must make a DC 26 Constitution saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.
The serpent can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The serpent regains spent legendary actions at the start of its turn.
Swipe. The serpent makes one Tail attack.
Bite (costs 2 actions). The serpent makes one Bite attack.
If the serpent’s Adamantine Shedding trait has activated in the last hour, it can use the options below as legendary actions.
Slither. The serpent moves up to its speed without provoking attacks of opportunity.
Shattering Roar (Costs 2 Actions). The serpent unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the serpent must succeed on a DC 26 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.
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