Gargantuan Dragon, Lawful Neutral
Armor Class 23 (adamantine spellsteel)
Hit Points 494 (28d20 + 200)
Speed 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
14 (+2)
CON
29 (+9)
INT
28 (+9)
WIS
17 (+3)
CHA
28 (+9)
Saving Throws DEX +10, CON +17, WIS +11, CHA +17
Skills Arcana +15, Insight +10, Perception +17, Persuasion +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Truesight 20 ft., Passive Perception 27
Languages Common, Draconic And one additional language
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Adamantine Spellsteel.  Plates of enchanted adamantine cover the dragon, granting it advantage on saving throws against spells and other magical effects, and any critical hit against it becomes a regular one.

Arcane Reconstruction (Mythic Trait; Recharges after a Short or Long Rest). If the dragon is reduced to 0 hit points, it does not fall unconscious or die, instead three magical pylons immediately activate and restore 300 hit points to the dragon.  So long as the pylons are active, the dragon has resistance to all forms of damage.  These pylons have AC 18, 150 HP, immunity to psychic and poison damage, and vulnerability to bludgeoning damage. 

Spellcasting. The dragon is a 20th level.  Its spellcasting ability is Intelligence (spell save DC25, +17 to hit with spell attacks). The dragon has the following wizard spells prepared:

Cantrips (at will): fire bolt, frostbite, ray of frost, thunderclap, toll the dead

1st level (4 slots): cause fear, chromatic orb, earth tremor, magic missile, thunderwave

2nd level (3 slots): cloud of daggers, crown of madness, melf's acid arrow, mind spike, web

3rd level (3 slots): counterspell. fireball, lightning bolt, tidal wave

4th level (3 slots): blight, ice storm, sickening radiance

5th level (3 slots): cloudkill, dominate person, modify memory

6th level (2 slots): chain lightning, mental prison, sunbeam

7th level (2 slots): power word pain, whirlwind

8th level (1 slot): feeblemind, sunburst

9th level (1 slot): meteor swarm

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. The dragon can substitute its claw attacks for a spell of its choice.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 24 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.

Arcane Volley (Recharge 5-6). The dragon exhales magical energy in a 90-foot cone, taking the form of countless arcane bolts. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) radiant 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.

Cantrip. The dragon casts a cantrip.

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.

Mythic Actions

If the dragon's mythic trait is active, it can use the options below as legendary actions, as long as at least one arcane pylon is active.

Claws. The dragon makes two attacks with its claws.

Spell (Costs 2 actions). The dragon casts a spell of 6th level of lower.

Arcane Torrent (Costs 3 actions). The dragon and its active pylons unleash arcane energy all around them.  All creatures within a 30 foot sphere around a pylon or a 60 foot sphere around the dragon must make a DC24 Dexterity saving throw or take 26 (4d12) radiant damage on a failed save, or half as much on a successful one. If a creature is in the overlapping attack area of multiple zones, they only make one save, but suffer the damage of each zone (example, a creature is in an area where one pylon and the dragon's attack radius overlap would take 4d12 damage for the dragon and 4d12 for the pylon, totaling 8d12).

Description

Arcane dragons exist outside of the typical chromatic or metallic classification—although some believe these powerful creatures were once silver dragons who spent too much time around wizards of great power. Whatever the case, these towering dragons are covered in magically enchanted armor that not only protects them from harm (both magical and otherwise), but also amplify their spellcasting capabilities. Boasting powerful spells as well as their fierce claws and fangs, arcane dragons are a rare sight on any plane of existence, although they tend to lair in areas of intense magical significance or hoard only the most potent of magical items. 

While most dragons have a breath weapon, these peculiar specimens instead unleash a powerful volley of arcane energy from their mouths, devastating anything in front of them that cannot find cover quick enough.

Despite having ample means for defending themselves, arcane dragons prefer to talk rather than fight, and enjoy intellectual discussion above all else. Some have even been known to share some of the magical knowledge they have learned across their long lives with those who seek it for the sake of learning.

Lair and Lair Actions

An Arcane Dragon’s Lair

Arcane dragons dwell deep in secluded ruins that are of magical significance, such as a long dead wizard's tower or an ancient library of forgotten knowledge. These places are already thick with magical energies, and the dragon's presence only amplifies this--sometimes to the point where even creatures without any magical capabilities can sense it heavy on the air.

Lair Actions

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

  • The magical energies within the lair coalesce into several darts of magical energy and fly at targets of the dragon's choice, as with a 9th level magic missile. These targets can be anywhere within the dragon’s lair.
  • Arcane winds blow through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) radiant damage. Any creature that passes their saving throw by 5 or more can add one die of damage to the next spell they cast, as the winds imbue them with greater power. 

Regional Effects

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

  • All spells cast within 6 miles of the lair tend to produce more dramatic effects than intended. For example: a fire bolt spell may suddenly appear twice as big or bright. 
  • Within 1 mile of the lair, even creatures without any magical abilities can feel the arcane energy around them as though the air were thick with humidity. 
  • Portals to other dimensions do not require material components in the area immediately around the lair, as the dragon’s persistent magic weakens the walls between planes. 

If the dragon dies, the arcane energy steadily dissipates, and the effects fade in 1d10 days, but a lingering amount of magic persists for 2d20 years. 

Habitat: ForestGrassland

Valtyrr

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