Gargantuan Dragon, Chaotic Evil
AC 22    Initiative +14 (24)
HP 481 (26d20 + 208)
Speed 40 ft., Burrow 40 ft., Fly 80 ft.
Mod Save
STR 29 +9 +9
DEX 10 +0 +7
CON 27 +8 +8
Mod Save
INT 18 +4 +4
WIS 17 +3 +10
CHA 25 +7 +7
Skills Perception +17, Stealth +7
Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
Languages Common, Draconic
CR 23 (XP 50,000, or 62,000 in lair; PB +7)
Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes two Rend attacks and Chained Lightning. It can replace one Rend attack with a use of Spellcasting to cast Shatter (level 3 version).

Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage.

Chained Lightning. Dexterity Saving Throw: DC 23, a creature the dragon can see. Two twin lightning bolt shoot out of the dragon's mouth one hitting an unoccupied space the dragon can see and the other hitting a creature the dragon can see. On a failed save, the creature is teleported to the unoccupied location.

Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):

At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version), Encode Thoughts
1/Day Each: Scrying, Sending

Legendary Actions

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

Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can’t take this action again until the start of its next turn.

Sonic Boom. The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can’t take this action again until the start of its next turn.

Tail Swipe. The dragon makes one Rend attack.

Description

Paradox dragons do not belong to any faction but their own. As descendants of Celestian, the Far Wanderer and Mystryl the goddess of time, they have power over the forces of both time and space, or spacetime. Paradox dragons are the progeny of Osmir, the god of Spacetime, and thus tend to take on his self serving views of the world. Paradox dragons typically see other beings as play things there for their own amusement. Typically a Paradox dragon will have a specific target which they enjoy tormenting, younger dragons tend to be more personal in their torments, taking on a humanoid appearance to get close to their victim, while older Paradox dragons will create their lairs near a village or city as they torment them all.

The torments of a Paradox dragon create pure caos in the lives of those they torment, using their powers to put their targets in situations that entertain the dragon. The exact torments of a dragon depend on the dragon's temperament, and can range from harmless slapstick, to ruthless blood bath battles. A Paradox dragon may chose to reveal themselves to their victim, or may keep themselves hidden. Despite all of their cruelty,, a Paradox dragon has one mercy, or depending on your view, on last cruel trick; They will do all in their power to keep their victim(s) alive, never really putting them in a situation that will actually kill them.

Bolts of Memories

Unlike other dragons, Paradox dragons don't hord wealth as they seem themselves above such material trinkets. Instead, they collect memories of times they enjoyed tormenting their prey and other moments that made them happy or that they wish to remember. Their lairs are scattered with thought strands from the Encode Thoughts cantrip. These strands are of great sentimental value to the Paradox dragon, and if any creature even touches one, the Paradox dragon will hunt them to the ends of the earth, not to kill them, but to torment them as their new victim.

Lair and Lair Actions

Paradox dragons create their lairs high up in the sky near settlements in what are known as temporal rifts, which they either find or create. Paradox dragons do not eat, instead feeding off of the natural electric field of the realm they reside in.

Paradox dragon lairs are masses of chaotic blue and purple energy which most creatures can't even touch unless they have specialized equipment. A temporal rift is a rip in space and time which appears as a tear in the sky from the ground or a electric mass from the air.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.

Spatial Projection. The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon’s spaces at the same time, the dragon is affected only once.

Regional Effects

The region surrounding a paradox dragon's lair is altered by the dragon’s magic, creating one or more of the following effects:

Timeless Knowledge. Once per day, the dragon can cast the {spells]legend[/spells] lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell’s subject.

Spacial Sight. Air within 6 miles of the lair is a conduit for the dragon’s spatial presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any space in that region.

Spacetime LIghtning. As a magic action, the dragon can use its Chained Lightning on any target within 6 miles of the dragon's lair. This attack will surprise the target unless the target takes the dodge action and thus the creature automatically fails the saving throw and cannot use reactions.

Habitat: Any

EnderWizard102

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