Gargantuan Dragon, Any Good Alignment
Armor Class 22
Hit Points 546 (28d20 + 252)
Speed 40 ft., Fly 90 ft., Burrow 40 ft., Swim 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
18 (+4)
CHA
25 (+7)
Saving Throws CON +16, WIS +23, CHA +26
Damage Resistances Acid; Bludgeoning and Slashing from nonmagical attacks, Cold, Fire
Damage Immunities Lightning
Senses Truesight, Passive Perception 22
Languages All
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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

Caffeinated. If the dragon is hit by a spell that would render it unconscious, apply difficult terrain, or slow it down, the Caster needs to roll a Second Spell Save(DC 16) in order to properly land the hit. If the Second Save fails, the Dragon is Unaffected and adds either a +10 to one of it's speeds, or as a counter cast Hideous Laughter on the player who targeted it.

Magic Weapons. The Dragon's weapon attacks are magical.

Clowning AroundIf the Dragon is aware that a target it has Allyship with is attempting to make an absolutely ridiculous move, the dragon can use up Two of it's Legendary Actions to bless the target's next roll with a +15.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

Innate Spellcasting. The dragon’s innate spellcasting ability is Wisdom (spell attack modifier +8, saving throw DC 17). The dragon can innately cast a number of spells with no components.

At will: alarm, prestidigitation, detect magic, speak with animals, speak with plants

3/day: mage hand, counterspell

1/day: dispel magic, nondetection, telekinesis, scrying, reverse gravity, plane shift

Actions

Multiattack. The dragon can use its Joyful Presence. It then makes three attacks: one with its bite, one with it's claw, and one with it's Pie in the Face.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) Psychic damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Joyful 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 21 Wisdom saving throw or become charmed for 1 minute and starts cheering for the Dragon. 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 Joyful Presence for the next 24 hours.

What's that behind your Ear?. Ranged Weapon Attack: +11 to hit, reach 20 ft., Hit: The Dragon reaches behind the target's ear and then pulls out in front of them an Item that would hold some kind of significance to the target regardless if they had it in their possession or not. If the Target can see the Item they must roll a Wisdom Saving Throw(DC 15), on a failed save the Target disengages from combat to applaud the sleight of hand, nothing happens on a successful save.

Whipped Cream Breath (Recharge 5–6). The dragon exhales a humorous and ridiculous amount of Whipped Cream in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, becoming blinded and restrained on a failed save.

Pie in the Face. Ranged Weapon Attack: +17 to hit, range 50/600 ft., 2 targets. Hit: 5 bludgeoning damage. If the Target is a creature, it must make a dexterity saving throw(DC 16). On a Successful save the creature suffers no ill effects and the pie slides right off their face, on a failed save however the Target is blinded and has to use an action to pull the pie off their face.

Summon Balloon Animal(Recharge 3–4). The Dragon uses it's action to conjure, blow up, and twist a Balloon into a Fully Sentient Balloon Animal with a challenge rating no higher than 5. The Balloon Animal is treated similarly to a Conjured Elemental, popping after 90 minutes.

Bonus Actions

Air Horn. The Dragon conjures an Air Horn right behind a Target of the Dragon's choice that it is aware of and then let's out a sudden shrill sound. If the Target is a creature that is not deafened, they must roll a Wisdom saving throw(DC 17). Nothing happens on a successful save but on a fail save the Target drops their melee weapon and has a disadvantage on reactions for one turn. Air Horn's Difficulty goes down by 1 every time it's used on the same target.

Reactions

Water Spray Prank . If the Dragon is successfully hit with a melee weapon attack, the one who hit it must roll a Strength saving throw(DC 15) as a sudden jet of water spews out from where the attack landed like a Water Rose trick. On a failed save the target is pushed 50 feet backwards and knocked prone, but on a successful save the target remains standing.

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.

Prank. The Dragon performs a Prank of the DM's Choice on a Target

Wing Attack (Costs 2 Actions). The dragon beats its wings and unleashes a swarm of Living Balloons from the underside of the wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. If a creature is caught between Four or More Living Balloons, that space is considered difficult terrain.

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.

Description

The Whole Circus

The Ultimate Source of Entertainment and Annoyance, The Ancient Clown Dragon has mastered the arts of both Trickery and Humor to a point that not even the coldest of heroes would refrain from laughing. Not much is known about the origins of the Clown Dragons, but one scholar suggested that Clown Dragons were a special species of True Dragon created in gratitude to the Platinum Dragon, Bahamut after a good deed. This is a simple answer but no one knows for sure.

Masters of Humor

Clown Dragons up until their Ancient Years play what to them looks like harmless pranks on intelligent species across the multiverse, attempting to make them laugh, which sometimes gets the results they want and don't want. The Ancients however have been entertaining and humoring species for thousands of years and are quite brilliant with their surprise pranks, never sticking to the same trick twice and coming up with new ones on the fly.

A Beneficial Exchange

Clown Dragons do not take over territory like their Chromatic Counterparts, instead when they have discovered a fitting settlement, proceed to perform a Legendary Performance which has the purpose of exchanging said further Humorous Events with a Home. Ancient Clown Dragons inhabiting a single human city can skyrocket profits, visits, and Peace amongst the Humanoids that inhabit the city due to the performances done Every midnight. Often times Clown Dragons are built Circus Tent-like homes by the inhabitants of the city to give the Dragon a proper place to sleep, in exchange, the Dragon both humors them and defends them.

 

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.

Habitat: Any

lucidiouser

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