Gargantuan Dragon, Any Chaotic Alignment
Armor Class 25 (natural armor)
Hit Points 585 (30d20 + 270)
Speed 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +8, CON +17, WIS +10, CHA +14
Skills Arcana +11, History +11, Perception +16, Stealth +7
Damage Immunities Thunder
Condition Immunities Deafened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

Adamantine Plating. Any critical hit against the dragon becomes a normal hit. Also, the dragon always deals critical hits on melee attacks.

Amphibious. The dragon can breathe air and water.

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.

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.

Sonic Screech (Recharge 5-6). The dragon emits a sonic blast in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, being deafened and taking 117 (26d8) thunder damage on a failed save, or half as much damage on a successful one.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, 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.

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

Adamantine dragons are by far the most ferocious and bloodthirsty dragons, they measure their status by how many other dragons they have killed, rather than the size of their hoard. For this reason, they have been mercilessly hunted by all the other dragons. The mere presence of an adamantine dragon in the area is enough to make red and gold dragons team up. They were almost driven too extinction, but a precious few remain, each having many dragon kills to their name. They they are covered in thick, adamantine scales, which give the dragons a greenish silver hue. They have simple, almost dwarfish features, and large muscles, perfect for combat. Their teeth are long, thin and sharp, able to pierce through even the hardest armor. Their claws are thin and sharp, like tiny scythe blades jutting through their fingers.

Lair and Lair Actions

An Adamantine Dragon’s Lair

Adamantine dragons lair in underdark, usually in places that are both hard to find and have easy access to the surface  They love the thrill of taking on other dragons in single combat, so they usually lair where they think other dragons will be close by. Their lairs are almost always filled with the skulls of other dragons. The more skulls the adamantine dragon has, the more respect it gains from its fellow adamantine dragons.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • A loud sonic boom reverberates throughout the lair. All creatures who can hear it take 10 (4d4) thunder damage.
  • The lair shakes and large rocks crash down onto the ground in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. All creatures in the sphere must make a DC 15 Dexterity saving throw or take 27 (6d8) bludgeoning damage.

Regional Effects

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

  • Within 10 miles of the lair, it is easier to hear sounds over long distances.
  • Within 1 mile of the lair, banshees are very common.

If the dragon dies, the effects fade in 1d10 days.

Habitat: MountainUrban

azqua

Comments

Posts Quoted:
Reply
Clear All Quotes