Gargantuan Dragon, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 333 (18d20 + 144)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
STR
26 (+8)
DEX
10 (+0)
CON
26 (+8)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +6, CON +14, WIS +7, CHA +8
Skills Perception +13, Stealth +6
Damage Immunities Force
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Ethereal Sight. The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa

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

Actions

Multiattack. The dragon can use its Banishing Stare. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) force damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Banishing Stare. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Charisma saving throw or be banished to the Ethereal Plane until the end of the beginning of the dragon's next turn. It then reappears at a random location within 60 feet of the sphere, slightly confused but unharmed. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Banishing Presence for the next 24 hours. Only one creature can be banished by this effect at a time.

Etherealness. The dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. 

Ethereal Breath (Recharge 5–6). The dragon exhales an white blast in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

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.

Plane Shift. The dragon uses its Etherealness ability. The dragon can use 2 legendary actions to plane shift all creatures within 60ft of it.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

An Ethereal Dragon’s Lair

Ethereal dragons choose to lair in places where the wall between the Material and the Ethereal Planes is thin, allowing it almost effortless movement between the two planes. They will also choose lairs near natural sources of magic in mundane caves, derelict ruins, or forgotten and silent tombs. 

To safeguard their hoard, ethereal dragons will place their treasures on the Ethereal Plane. Unlike other dragons, however, the amount of treasure an Ethereal Dragon amasses is typically small, but consists entirely of electrum and platinum pieces, mithril or adamantine weapons and armor, or magical items or artifacts. As such, they can typically be persuaded to aid an industrious adventurer with the gift of a magic item the dragon does not have. Likewise, so long as the dragon feels it is getting an equal deal, one can trade items with it.

 

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 pillar of force shoots down in a 20-foot-high, 5-foot-radius column within 120 feet of the dragon. Each creature in the pillar's area must make a DC 16 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. Additionally, flying creatures in the area are forced to the ground, but not injured by the movement. 
  • The dragon releases a blast of force in a 60-foot radius. Each creature other than the dragon on the ground in that area must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • Shimmering energy fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the area must succeed on a DC 14 Charisma saving throw or be banished to the Ethereal Plane until the end of its turn. It then reappears at a random location within 60 feet of the sphere, slightly confused but unharmed.

Habitat: Arctic

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