Large Dragon (Angel, Changeling), Neutral Good
Armor Class 22 (Plate armor)
Hit Points 645 (15d20 + 320)
Speed 30 ft., Swim 20 ft., Fly 5 ft.
STR
26 (+8)
DEX
12 (+1)
CON
26 (+8)
INT
18 (+4)
WIS
18 (+4)
CHA
28 (+9)
Saving Throws STR +16, CON +16, CHA +17
Skills Athletics +10, Insight +10, Perception +17, Persuasion +16
Damage Vulnerabilities Acid
Damage Resistances Cold, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Lightning
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Celestial, Common, Draconic
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

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

Magic Resistance. Dairan has advantage on saving throws against spells and other magical effects.

Anti-Vorpal Armor. Dairan wears armor that makes non-magical attacks unable to do critical hits against him. Also against magical weapon effects he has 2/6 chance to avoid them if they occur. Dairan has disadvantage on DEX checks and saves.

Lightning Weapon. Dairan's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 25 (5d10) lightning damage (included in the weapon attacks below). Also Dairan's weapon spreads dim light in 10 ft., daylight up to 20 ft. Dairan can deactivate the light this way he loses his resistance to nonmagical attacks.

Amphibious. Dairan can breathe air and water.

Innate Spellcasting. Dairan’s spellcasting ability is Charisma (spell save DC 22, +17 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

1/day each: Lightning Bolt (9th level), Illusory DragonWhirlwind, Chain Lightning, Counterspell
At will: Dancing LightsFaerie Fire,

Actions

Multiattack. Dairan makes two Sword of Sharpness attacks, or one that he combinates with shield bash, also cast one spell as a bonus action / uses his Thunder Presence. Dairan can also choose Dairan's Punisher on recharge.

Sword of Sharpness. (The sword looks like a heavy maul in this form, and its effect is changed to break bones) Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 35 (2d12 + 11* special effect) blugeoning damage, on critical hit adds plus 14 bludgeoning damage to the strike. The target it hits must make a successful CON save, otherwise take additional 25 (5d10) lightning damage.

Thunder Presence. Each creature that is within 120 feet to him and aware of it must succeed on a DC 24 CON saving throw or whenever Dairan does lightning damage, they (who hear it) also suffer 10 thunder damage. A creature can try a 20 DC escape 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 Dairan's Thunder Presence for the next 24 hours.

Shield Bash. Dairan runs forward with hes shield, opportunity attacks have disadvantage against this move. Everyone on hes way must take a 22 DC DEX / STR save, on failure they fail on the ground prone and take 3d10 bludgeoning damage, on success half the damage. For the next turn Dairan has advantage on saves and enemies have disadvantage to hit him.

Dairan's Punisher (Recharge 5—6). Magical Attack: +17 to hit, reach 30 ft., one target. Hit: 35 (2d12 + 10* special effect) blugeoning damage, 70 (4d20 +30) lightning and 10 thunder damage, to the target and everyone in 90 ft. around it who can hear and failed a 18 COM save. 20 thunder damage on those who are staying under the Thunder Presence. The target falls on earth restrained. While restrained in this way, the target is also blinded and deafened.
The target cannot move away until succeeds a 18 DEX escape check.

Reactions

Block (1 Reaction, 5/Day). Dairan can deflect 1 incoming melee attack that is not magical (if the strike is magical halfes the damage). If the damage's result is higher than 20, then a thunder sound blasts through the wind and everyone needs to throw a 18 CON save who hears this, or suffer 10 thunder damage 20 on those who stay under the Thunder Presence, it effects everyone in 90 ft. range Dairan too.

Legendary Actions

Detect. Dairan makes a Wisdom perception check.

Shapechanger. Dairan uses his reaction to transform into an advanced Ancient Gold Dragon variation (breaths lightning damage, has Dairan's resistances and immunities). Any equipment it is wearing or carrying is transformed. Changing shape makes him remove any control effects that he is under. The Diamond Dragon's health is equal to Dairan's current health.

5/day: Thunder Step, casts instantaneously on 3rd. spell level.

Universal Solvent 1/Day Dairan uses this magicitem to escape from a trap, or solve a magical item, unlock a door.

Description

Dairan is an ancient dragon that is protecting a ship that is sinking on the Northern Sea's coast. The ship's original duty was to deliver five of Diamond Dragon's Eggs to the Shirne of Gold Dragons. The ship also contains diamonds and crystals, treasures. The last remaining diamond dragons gave Dairan and two other male diamond dragon the duty to protect that ship from attacks. Two of them has died since they started the duty. While in dragon form he is too heavy to the ice to hold his body, so he rather transforms into a Dragonborn, large humanoid, to fight with foes. 

At Daldana's arena there's a treasure chest that is locked from inside. To get into the box the adventurers need to pass through a planar gate that's exit leads to the plane of Dairan. He stays there since thousands of years, waiting for the gold dragons to came and deliver the treasure he protects. Everyone who ever tried to steal from that ship was killed by him. 

Lair and Lair Actions

Dairan's Lair

Dairan made his home on the remainings of an old ship that being frozen near the Daldanaian coast. On that ship there's a lot of ancient treasures, and oil barrels, gun powder, also around he made a collection of monumental statues, even the coast is full of big stones that are higher than the water's level. The weather is usually clean, cold in the short summers, but heavy storms are coming when the long evening and the winter starts.

Lair Actions

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

  • The Dairan glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature that Dairan casts Faerie Fire and Dancing Lights until initiative count 20 on the next round.
  • Dairan smashes the ice that breaks in a 30 ft. cone in front of him. The cratures must succeed on a DC 18 DEX save, or take 15 (3d10) bludgeoning damage, on fail they fall into water. The swiming target is unable to breathe, or stand up. A creature can take an action to make a DC 12 Strength check, ending the swimming state. 

Regional Effects

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

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the Control Weather spell. He prefers cold thunderstorms before battles - These storms reduce seeing range to 60 ft. also the small whirlwinds reduce flying speed with 10 ft.
  • Dairan's fight tactic to drop creatures into cold water. Every turn they spend inside frozen water they take 10 (3d6) cold damage. Also swimming targets have disadvantage to avoid lightning damage, but they don't suffer thunder damage from Dairan.
  • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If Dairan dies, these effects end immediately.

Previous Versions

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Monster Tags: Shapechanger

Habitat: ArcticCoastalUnderwater

Napalma

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