Medium unknown, Neutral Good
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
16 (+3)
DEX
29 (+9)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
28 (+9)
Saving Throws DEX +16, CON +16, WIS +10, CHA +16
Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 30
Languages Common, Draconic It can speak and understand any language it hears
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Breathless. The creature does not need to breath.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

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

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 24 Wisdom saving throw or become frightened for 1 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.

 

Change Shape. The dragon magically polymorphs into anything it wants to, 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).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Undetectable. The creature gains a +10 on stealth checks, and all creatures get disadvantage on perception checks against it

Invisibility. The creature can go invisible and visible at will

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 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

This creature is docile, and ever moving. It is only known as the Apex, a being that can survive in any environment. It is capable of communicating with any creature, as it can magically learn any langue it hears/sees. It will constantly change form, and hinds in many different types of civilizations, such as human civilization. It cannot die of age, and there is only one ever of it's kind. if it ever dies, it will be reincarnated into it's newborn's unhatched egg. This egg is unknown to where it is, and if the egg is destroyed, the creature will lay a new one within 2 hours of it's egg being destroyed. This creature's main goal is to survive, and survive it does. It can take on even the mightiest of beings, though it will bow to celestials and all gods for an unknown reason. It has grown compassion over the years, and has also become curious in adventuring parties, and will watch them from the shadows, being undetectable to most, and stays away from those who can. It will occasionally show it's self in the form of a wyvern, or a giant serpent, or something, and would save some adventurer parties from something like a monster of a group of goblins. It's true for looks like that of a Couatl with 3 pairs of wings that can fold so tightly onto it's back they become completely flat while closed, and having gold scales.

Lair and Lair Actions

The Apex is ever moving, and has no lair, as it lives where it sees fit.

 

Monster Tags: Shapechanger

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

KaijuRider05

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