Gargantuan Dragon, Chaotic Neutral
Armor Class 22 Natural Armor
Hit Points 367 (21d20 + 147)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
27 (+8)
DEX
21 (+5)
CON
25 (+7)
INT
16 (+3)
WIS
19 (+4)
CHA
19 (+4)
Saving Throws DEX +12, CON +14, WIS +11, CHA +11
Skills Perception +16, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Fire, Force
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 29
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) fire damage.

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

Tail. Melee Weapon Attack: +15 to hit, reach 20 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 19 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.

Fire Breath (Recharge 5–6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) fire damage on a failed save, or half as much damage on a successful one.

Laser Breath (Recharge1-2).  The dragon exhales a beam of raw energy in a 90-foot line that is 15 feet wide.  Each creature in that line must make a DC 23 Dexterity saving throw, taking 70 (16d8) fire damage and 70 (16d8) force damage on a failed save, or half as much damage on a successful one.  This attack can only be used if the dragon has absorbed energy twice.

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 23 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.

Part Regeneration (Costs 2 Actions).  If the dragon loses a body part, or if it takes over 40 damage in one turn, it can make a DC 16 Wisdom Check.  On a success, it regains 3d20 hit points, and regrows any lost limbs.  If any parts regrow, the dragon gains +3 AC.

Description

The Unknown Ancient Dragon is an immensely powerful dragon that has never been seen before.  Not much is known except that it draws energy from the lowest level of its layer.  Wizards and scientists alike have theorized that it draws its energy from the elemental chaos, and that it is close to draining that plane.  If it were to be left unchecked for much longer, then the material echoes would fuse into the material plane.

Lair and Lair Actions

This dragon of unknown origin dwells in a series of caves that are stacked on top of each other.  The top layer lies at the bottom of a canyon, where it has made a nest from rocks and the local ivy.  Huge swathes of ivy, both dead and alive, litter the ground, and a massive rock spire juts out of the ground to the east.  Where the western canyon wall should be is a gaping hole.

The second layer lies 100 feet beneath the first, and is largely the same.  A rock ledge lies to the north and south, and the ground before them slopes downward to a formation of crystalline rocks in the center of the cavern.  Small crystals litter the ground here, and the entire area is peppered with bits of dead ivy from the first level.  The western wall has another huge hole in it, and green gases pour from the opening.

The third and final layer lies nearly a mile underground, and is absolutely massive.  The ground here is made almost entirely of crystals and geodes, and massive pools of toxic liquids lie everywhere.  To the north lies a huge crystalline spire, atop which is the rotted body of a Black Dragon.  It appears that this dragon lives on the first layer, but travels down to the second and third layer to draw energy from the elemental chaos.

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:

  • Pools of toxic liquid that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the liquid and knocked prone.  They then take 2d12 acid damage.
  • The dragon draws energy from the surrounding area.  Any creature within 30 feet of the dragon while it is drawing energy from its layer must succeed on a DC 18 Constitution saving throw, taking 2d12 fire damage and 2d12 force damage on a failed save, and taking half as much on a successful save.  If the dragon draws energy, it regains 2d20 hit points, and gains 2 AC for 2 turns.  This action can be used once on the first two layers, and twice on the third layer.
  • The dragon flies up into the air, and begins to release the energy it has absorbed.  All creatures in the same area as the dragon must immediately fall behind heavy cover, or succeed on a DC 25 Constitution saving throw.  If the creatures fail the save or aren't behind heavy cover, they drop to 0 hit points.  If they were already below one third of their maximum hit points, they skip the death saving throw and are killed immediately.

Regional Effects

The region containing the unknown dragon's layer is warped by the lack of natural energy, causing the following regional effects:

  • The land within 25 miles of the layer is stricken with year-round droughts, making it extremely hard to find water.
  • The land within 10 miles of the layer is riddled with sinkholes, making it increasingly difficult to traverse.
  • The land within 5 miles of the layer is peppered by volcanic hot spots, making it hard to find water and making it difficult to traverse.
  • The land within 1 miles of the layer is littered with the corpses of ancient dragons.  

If the dragon dies, and it has not absorbed any energy, then these effects disappear over the course of 1d12 days.

If the dragon dies, and it has absorbed some but not all of the energy, then these effects disappear over the course of 1d12 months.

If the dragon dies, and it has absorbed all of the energy, the layer and dragon explodes and any creature within a 5 mile radius dies.  The land within 5 miles of the layer becomes a desolate wasteland.

Habitat: Swamp

Gay_For_Thrawn420

Comments

Posts Quoted:
Reply
Clear All Quotes