Gargantuan Dragon, Chaotic Neutral
Armor Class 24 24
Hit Points 217 (20d20)
Speed 80 ft., Walk 40 ft.
STR
25 (+7)
DEX
23 (+6)
CON
25 (+7)
INT
21 (+5)
WIS
24 (+7)
CHA
20 (+5)
Saving Throws DEX +12, CON +13, INT +11, CHA +11
Skills Intimidation +10, Stealth +12, Survival +16
Damage Immunities Necrotic
Senses Blindsight 60ft., Darkvision 160ft., Passive Perception 26
Languages Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Natural Defense. The dragon is covered in natural spikes, and spines that help protect it from being hit.

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


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 21 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.

Wither Breath (Recharge 5-6). The dragon exhales a 90-ft. cone of black smoke that withers everything that it touches. A creature targeted by this breath attack must make a DC 20 Dexterity saving throw and plants and water elementals make this saving throw with disadvantage. A creature takes 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.

Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly. Additionally any water caught in the blast is immediately evaporated. 

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

The dragon has spines, and spikes covering it's entire body making it very dangerous at up close combat. The gray dragon lives for the thrill of the hunt, and likes to turn it into a game. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Ash begins to fall heavily causing the area to become heavily obscured. 
  • The dragon can make a wall of stone pop into existence changing the terrain.

Regional Effects

The region containing a legendary gray dragon’s lair is warped by the dragons magic, which creates one or more of the following effects:

  • No plants or natural forms of life can exist in a mile radius of the lair.
  • Plants and other natural forms of life looking like they are sick, and withering wishing 5 miles.
  • Ash falls from the sky much like being around a volcano within a mile. 

If the gray dragon dies, these effects fade over the course of 30 days.

Habitat: HillSwampUnderdark

David_Schmidt

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