Gargantuan Dragon, Typically Chaotic Neutral
Armor Class 23 Armored Exoskeleton
Hit Points 555 (30d20 + 240)
Speed 60 ft., Walk 40 ft., Climb 40 ft.
STR
30 (+10)
DEX
16 (+3)
CON
26 (+8)
INT
18 (+4)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws DEX +11, CON +16, WIS +12, CHA +13
Skills Insight +12, Intimidation +13, Investigation +12, Perception +20
Damage Vulnerabilities Cold
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Frightened, Poisoned
Senses Blindsight, Darkvision, Passive Perception 25
Languages Common, Draconic
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

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

Mythical Rebirth. When the dragon is reduced to 0 hit points, it doesn’t die. Instead, its body violently convulses as its exoskeleton cracks apart, revealing glowing purple tissue beneath. The dragon regains all of its hit points and immediately uses Quill Defense without expending a bonus action. Each creature within 30 feet of the dragon must make a DC 20 Dexterity saving throw, taking 35 (10d6) piercing damage plus 35 (10d6) poison damage on a failed save, or half as much damage on a successful save. The dragon then enters its second stage and gains access to its mythic actions. Once this trait activates, it can’t activate again.

Magical Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Exoskeleton. The dragon’s body is covered in enormous overlapping plates of purple-black chitin. Its natural armor gives it an AC of 23. The plates leave exposed seams around the joints, throat, underside, wing roots, and base of the tail. A creature that spends an action studying the dragon can make a DC 20 Wisdom (Perception) or Intelligence (Investigation) check. On a success, it identifies these weak points. Attacks specifically targeting an identified weak point are made against AC 18.

Poisonous. The dragon is immune to poison damage and the poisoned condition. Its bite, flames, and quills deal additional poison damage.

Boiling Blood. The dragon’s blood is superheated and violently poisonous. Whenever the dragon takes piercing or slashing damage from a melee attack made by a creature within 10 feet of it, the wound sprays boiling blood. The attacker must make a DC 23 Constitution saving throw. On a failed save, the attacker takes 21 (6d6) poison damage and is poisoned until the end of its next turn. On a successful save, the attacker takes half as much damage and isn’t poisoned.

Cunning. The dragon is an exceptionally intelligent predator. It understands tactics, recognizes spellcasting, identifies obvious weaknesses, and can deliberately target creatures that appear to be supporting others. After observing a creature for 1 round, the dragon knows whether that creature is primarily a spellcaster, ranged attacker, melee combatant, healer, or support character.

Quill Defense. As a bonus action, the dragon fans the hundreds of long, hollow, venomous spines covering its neck, back, shoulders, limbs, and tail outward. Until the start of its next turn, attack rolls against the dragon have disadvantage unless the attack targets an identified weak point. A creature that hits the dragon with a melee attack from within 10 feet takes 9 (2d8) piercing damage plus 9 (2d8) poison damage. While the spines are extended, the dragon’s speed is halved and it cannot fly.

Actions

Multiattack. The dragon makes three attacks, choosing from its Bite, Claw, Tail Swipe, and Tail Stinger attacks.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 27 (3d10 + 10) piercing damage plus 18 (4d8) poison damage.

Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) slashing damage.

Tail Swipe. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. The target must succeed on a DC 23 Strength saving throw or be knocked prone.

Quill Shot (Recharge 3-6). Ranged Weapon Attack: +18 to hit, range 120/240 ft., one target. Hit: 13 (1d8 + 9) piercing damage plus 13 (3d8) poison damage.

Venomous Flame Breath (Recharge 5–6). The dragon exhales a tremendous torrent of purple flame in a 90-foot cone. Each creature in the area must make a DC 23 Dexterity saving throw, taking 88 (16d10) fire damage plus 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. The flame ignites flammable objects that aren’t being worn or carried.

Bonus Actions

Wing Burst (Recharge 4–6). The dragon beats its wings and takes flight. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be pushed 10 feet away from the dragon. On a successful save, a creature takes half as much damage and isn’t pushed.

Quill Volley (Recharge 5–6). The dragon violently fans its venomous spines outward before launching them in every direction. Each creature within 20 feet of the dragon must make a DC 19 Dexterity saving throw, taking 27 (6d8) piercing damage plus 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. The dragon’s quills retract after the attack.

Quill Defense. The dragon fans the hundreds of long, hollow, venomous spines covering its neck, back, shoulders, limbs, and tail outward. Until the start of its next turn, attack rolls against the dragon have disadvantage unless the attack targets an identified weak point. A creature that hits the dragon with a melee attack from within 10 feet takes 9 (2d8) piercing damage plus 9 (2d8) poison damage. While the spines are extended, the dragon’s speed is halved and it cannot fly.

Reactions

Counterattack. When a creature misses the dragon with a melee attack, the dragon can immediately make one Claw, Bite, or Tail Swipe against that creature.

Predatory Evasion. When the dragon is hit by an attack, the dragon can halve the attack’s damage against it. The dragon can then move up to half its speed without provoking opportunity attacks.

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.

Venomous Mist. When the dragon is targeted by an attack that would deal bludgeoning, piercing, or slashing damage, it can dissolve the portion of its body being targeted into venomous mist, causing the attack to deal no damage. The dragon can use this action once per round. The creature that made the attack must succeed on a DC 23 Constitution saving throw or be poisoned until the end of its next turn.

Guttural Roar (Costs 2 Actions). The dragon releases a terrifying, unnatural roar. Each creature within 60 feet of the dragon that can hear it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pounce. The dragon leaps up to 60 ft. at a creature of its choosing, upon landing, the creature must make a DC 23 Dexterity saving throw or take 44 (8d10) bludgeoning damage.

Tail Swipe. The dragon makes one Tail Swipe attack

Quill Shot (Costs 2 Actions)The dragon makes one Quill Shot attack.

 

 

Mythic Actions

The dragon can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent mythic actions at the start of its turn. The dragon can use these actions only after Mythic Rebirth has activated.

Venomous Rupture (Costs 2 Actions). The dragon violently tears open several plates of its exoskeleton, spraying boiling poisonous blood in a 20-foot radius around itself. Each creature in the area must make a DC 23 Dexterity saving throw, taking 27 (6d8) fire damage plus 27 (6d8) poison damage on a failed save, or half as much damage on a successful save.

Quill Storm (Costs 3 Actions). The dragon violently fans its spines outward and releases dozens of them into the surrounding area. Each creature of the dragon’s choice within 30 feet must make a DC 23 Dexterity saving throw, taking 36 (8d8) piercing damage plus 36 (8d8) poison damage on a failed save, or half as much damage on a successful save. The dragon’s Quill Defense immediately activates without requiring a bonus action.

Venomous Mist Step (Costs 1 Action). The dragon briefly dissolves a portion of its body into venomous mist and moves up to 20 feet without provoking opportunity attacks. The dragon can move through creatures during this movement, but it can’t end its movement inside another creature.

Description

Quilled dragons are enormous, hulking dragons covered in overlapping plates of black and violet exoskeleton. Their bodies are lined with hundreds of long, venom-coated quills that protrude from their necks, backs, shoulders, limbs, and tails, giving them the silhouette of some monstrous cross between a dragon and a porcupine. Their quills are normally kept close to the body, but when threatened, they fan outward in a spectacular display that makes the dragon appear even larger.

Their scales and exoskeleton range from deep black to dark violet, often with faint purple coloration visible between the armored plates. Their eyes glow with a dull violet light, and their mouths are filled with thick, jagged teeth built for crushing rather than tearing.

Quilled dragons are most commonly found in vast, stagnant swamps, where their dark coloration allows them to disappear among the shadows, dead trees, and murky waters. They are remarkably patient hunters, sometimes remaining motionless beneath the surface of a swamp for hours while waiting for prey to approach.

Quilled dragons are highly intelligent predators and rarely attack without purpose. They learn from their prey, recognize repeated tactics, and will deliberately exploit weaknesses once they discover them. Older specimens are particularly dangerous, possessing an almost unnatural understanding of the creatures they hunt.

Habitat: Swamp

mrmacs

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