Gargantuan Dragon, Lawful Good
Armor Class 25 (natural armor)
Hit Points 1500 (150d20 + 1000)
Speed 40 ft., Fly 80 ft., Swim 40 ft., Climb 90 ft., Burrow 100 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Animal Handling +6, History +11, Investigation +12, Medicine +10, Perception +11, Persuasion +8, Stealth +7, Survival +11
Damage Resistances Fire, Necrotic, Poison
Damage Immunities Acid, Cold, Lightning, Necrotic, Psychic, Radiant, Thunder
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 180 ft., Unknown ????? ft., Passive Perception 30
Languages All, Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (11/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 17 (7d12 + 15) piercing damage plus 4 (5d10) acid damage.

Claw. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 17 (8d12 + 15) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 20 (9d12 + 16) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 2 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Elemental Breath (Recharge 1–2). The dragon exhales an elemental breath weapon in a 120-­foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking (20d20) elemental damage on a failed save, or half as much damage on a successful one.(fire does 8d8  ,acid does 7d8,ice does 5d8 and slows the creature cutting there speed in half and lasts for 1 turn,lightning does 7d8 and the creature has to make a CON saving throw if a 19 or lower the target is paralyzed,poison does 5d8,and astral infection does 1d20 for 7 turns and the target losses 6 AC(Your flesh is melting off).

 

 
Reactions

opportunity attack if creature turns around or does not know were the cosmos dragon is or the creature is knocked back or paralyzed.

Legendary Actions

The dragon 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 dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 1 Actions). The dragon beats its wings. Each creature within 30 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 17 (5d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

(as if it was the cosmos)(lives in the cosmos)

Lair and Lair Actions

 NOTE:CAN ONLY BE SUMMONED USING A STAR EMBLEM AND IS FRIENDLY BUT IF YOU AGGRO IT YOU DO YOU WILL DIE,THE PARTY MUST BE MAX LEVEL AND HAS GOOD ARMOR AND BUFFS OTHERWISE THEY WILL GET CRUSHED...GOOD LUCK!!!

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of small swarming stars fills a 60-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 20 Constitution saving throw, taking 4 (12d12) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 2 (12d12) piercing damage.
  • Magical darkness spreads from a point the dragon chooses within 180 feet of it, filling a 60-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 9nd level or lower, the spell that created the light is dispelled.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

noble_adek

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