Gargantuan Dragon (Chromatic), Chaotic Evil
AC 24    Initiative +12 (22)
HP 450 (17d20 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
Mod Save
STR 26 +8 +22
DEX 24 +7 +16
CON 21 +5 +14
Mod Save
INT 30 +10 +19
WIS 30 +10 +19
CHA 22 +6 +15
Skills Perception +11, Stealth +7
Immunities Acid, Necrotic; Blinded, Charmed, Frightened, Prone
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 30
Languages Abyssal, Common, Draconic
CR 30 (XP 155,000, or 155,000 in lair; PB +9)
Traits

Amphibious. Braemor can breathe air and water.

Legendary Resistance (3/Day). If Braemor fails a saving throw, he can choose to succeed instead.

The Thousand-Eyed Dominion. Braemor cannot be surprised and cannot be flanked. Attack rolls against him do not gain advantage unless he is incapacitated. Braemor can see invisible creatures within 120 feet.

Omniscient Awareness. Braemor is aware of all creatures within 300 feet of him. Creatures cannot hide from him unless under the effects of a 9th-level spell or similar magic.

Perfect Cognition. Braemor adds his Intelligence modifier to his initiative rolls and has advantage on all Wisdom (Perception) and Wisdom (Insight) checks.

Absolute Command Aura. Creatures of Braemor’s choice within 60 feet of him cannot gain advantage on attack rolls. Additionally, when a creature in the aura attempts to use a reaction, it must succeed on a DC 22 Wisdom saving throw or the reaction fails.

Magic Resistance. Braemor has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Braemor makes three attacks, one with his bite and two with his claws.

Bite. Braemor makes a melee weapon attack with +14 to hit, reach 10 ft., one target. On a successful hit, he does 2d10 + 8 piercing damage plus 3d8 acid damage.

Claw. Braemor makes a melee weapon attack with +14 to hit, reach 5 ft., one target. On a successful hit, he does 2d6 + 8 slashing damage.

Tail. Braemor makes a melee weapon attack with +14 to hit, reach 15 ft., one target. On a successful hit, 2d8 + 8 bludgeoning damage.

Acid Breath (Recharge 5–6). Braemor exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 18d8 acid damage on a failed save, or half as much damage on a successful one. On a failed save, the creature’s Armor Class is reduced by 2 until the end of its next turn.

Commanding Roar (Recharge 6). Each creature of Braemor’s choice within 60 feet must succeed on a DC 22 Wisdom saving throw or be stunned until the end of its next turn.

Bonus Actions

Predicted Advance. Braemor moves up to half his speed without provoking opportunity attacks.

Mark of Dominion (Recharge 5–6). Braemor marks one creature he can see within 60 feet. Until the end of Braemor’s next turn, attack rolls against that creature have advantage, and the creature takes an additional 15 damage from all attacks.

Reactions

Predicted Motion. When Braemor is targeted by an attack, he can impose disadvantage on that attack roll.

Counterstrike. When a creature misses Braemor with a melee attack, Braemor can make one claw attack against that creature.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, Braemor can expend a use to take one of the following actions. Braemor regains all expended uses at the start of each of its turns.

Cloud of Insects. Dexterity Saving Throw: DC 17, one creature the dragon can see within 120 feet. Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration 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.

Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can’t take this action again until the start of its next turn.

Pounce. The dragon can move up to half its Speed, and it makes one Rend attack.

 Predicted Strike (Costs 2 Actions). Braemor makes one attack with advantage. On a hit, the attack deals an additional 3d8 force damage.

Crushing Presence (Costs 2 Actions). Each creature of Braemor’s choice within 20 feet must succeed on a DC 22 Constitution saving throw or take 4d10 force damage and be pushed 10 feet away from Braemor. On a successful save, the creature takes half damage and is not pushed. 

Control Pulse (Costs 2 Actions). Each creature of Braemor’s choice within 30 feet must succeed on a DC 22 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.

Inevitable Strike (Costs 3 Actions). Braemor targets one creature he can see within 60 feet. The target must succeed on a DC 22 Dexterity saving throw or take 6d10 force damage. On a success, the creature takes half damage.

Mythic Actions

At the start of any of Braemor’s turns, he may activate his mythic trait if he deems the battle no longer requires restraint.

Mythic Action Uses: 3 (4 in Lair). Immediately after another creature's turn, Braemor can expend a use to take one of the following actions. Braemor regains all expended uses at the start of each of its turns.

Perfect Foresight. Until the end of Braemor’s next turn, he cannot be hit with advantage, and he has advantage on all attack rolls and saving throws.

Dominion Collapse (Costs 2 Actions). Each creature of Braemor’s choice within 60 feet must make a DC 22 Strength saving throw or be knocked prone and take 8d10 force damage. On a success, the creature takes half damage and is not knocked prone.

Inevitable Outcome (Costs 3 Actions). Braemor chooses up to three creatures he can see within 120 feet. The next time each target makes a saving throw before the end of Braemor’s next turn, it does so with disadvantage. If the saving throw fails, the target takes an additional 4d10 force damage.

Lair and Lair Actions

Braemor does not confine himself to a single chamber or throne hall. The entirety of the Crownlands of Braemor is considered his lair.

When Braemor is within the Crownlands, he can use lair actions. On initiative count 20 (losing initiative ties), Braemor can take one of the following lair actions. He can’t use the same effect two rounds in a row.

Perfect Positioning. Braemor manipulates the flow of battle. He moves up to three creatures he can see within 120 feet up to 20 feet each. Unwilling creatures must succeed on a DC 22 Strength saving throw or be moved. This movement does not provoke opportunity attacks.

Dominion Pulse. A wave of oppressive force spreads through the area. Each creature of Braemor’s choice within 60 feet must succeed on a DC 22 Wisdom saving throw or have disadvantage on attack rolls and saving throws until the end of its next turn.

Unseen Correction. Braemor targets one creature he can see within 120 feet. The next attack roll made against that creature before the end of the round is made with advantage and deals an additional 3d8 force damage on a hit.

Collapse Formation. Until initiative count 20 on the next round, creatures of Braemor’s choice within 60 feet cannot benefit from advantage or bonuses granted by allies.

Inevitable Pressure. Each creature of Braemor’s choice within 60 feet must succeed on a DC 22 Constitution saving throw or have its speed reduced to 0 until the end of its next turn.

Habitat: Swamp

MethDragon

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