Gargantuan Dragon, Neutral
Armor Class 24 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
10 (+0)
CON
30 (+10)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws DEX +7, CON +17, WIS +12, CHA +12
Skills Perception +9, Stealth +7
Damage Immunities Psychic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 30
Languages Common, Draconic
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.

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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 5 (1d10) psychic damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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.

Psionic Breath (Recharge 5–6). The dragon exhales fire in a 120-foot line 5 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 40 (12d6) psychic damage on a failed save, or half as much damage on a successful one. If you failed the save, you must also make a DC 20 Constitution saving throw, losing the ability to cast spells above 3rd level on a fail.

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

With a sigh, as if annoyed which it must fight, it lifts up it's head and lets out a roar, rattling the crystals around the entire room.

 

Lair and Lair Actions

A Crystalline Dragon’s Lair

Very few and far between have seen a crystalline dragon, however, those who have tell of the gloriously horrifying lairs these dragons dwell in. Crystal spires appear all around the lair, pulsating as if living.

The dragon's dwell deep undergrounds and tend to not visit the surface world much. Many mines are actually created in the mountains of crystalline dragon's due to the abnormallity of rare crystals like diamonds, sapphires, and emeralds.

 

Lair Actions

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

  • A crystal spire generates psionic energy. An anti-magic area spouts out from the crystal structures, any creature within 10 ft of a crystal spire must succeed dc 15 con save or they cannot cast a spell this turn.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • The crystals move to protect its creator. Choose a crystal spire and move it to a point within 20 feet of its current location. Any creature within 5 feet of the new location must make a DC 15 Dexterity saving throw, taking 24 (6d6) piercing damage on fail, and half that much on a success. If a creature is to be in the location of the new spire, the creature may move to an adjacent space or, if the creature failed, will be placed on top of the spire.

 

 

Regional Effects

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

  • Gemstones such as sapphires, emeralds, and rubies are more common in mines within 1 mile from the dragon's lair.
  • There will be strange effects of the water supply 1 mile near the dragon's lair.
  • The weather nearby is overcast without providing any life.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: HillMountainUnderdark

Meracoid