Ma'al Drakar Gargantuan dragon, chaotic evil Armor Class 25 (Natural Armor)

25 (Natural Armor) Hit Points 715 (35d20 + 350)

715 (35d20 + 350) Speed 60 ft., fly 120 ft. STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 26 (+8) 26 (+8) 28 (+9) Saving Throws Str +19, Dex +9, Wis +17

Str +19, Dex +9, Wis +17 Skills Arcana +17, Perception +26, Religion +17

Arcana +17, Perception +26, Religion +17 Damage Immunities fire, necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical weapons

fire, necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned

blinded, charmed, deafened, frightened, poisoned, stunned Senses darkvision 240 ft., truesight 120 ft. passive Perception 36

darkvision 240 ft., truesight 120 ft. passive Perception 36 Languages Common, Abyssal, Celestial, Draconic, Primordial, Sylvan, Void Speech, telepathy 5 miles

Common, Abyssal, Celestial, Draconic, Primordial, Sylvan, Void Speech, telepathy 5 miles Challenge 30 (155,000 XP)

Innate Spellcasting. Ma'al Drakar's spellcasting ability is Charisma (spell save DC 26). Ma'al Drakar can innately cast the following spells, requiring no material components:

At will: dimension door, plane shift, teleport

2/day each: command, confusion, darkness, reverse gravity

1/day each: gate, time stop

Collapsing Star. When Ma'al Drakar drops to 0 hit points or dies his body explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If a creature is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction. While his body is destroyed, his essence travels back to his domain in the Elemental Chaos.

Legendary Resistance (5/Day). If Ma'al Drakar fails a saving throw, he can choose to succeed instead.

Magic Resistance. Ma'al Drakar has advantage on saving throws against all spells and other magical effects. Magic Weapons. Ma'al Drakar's weapon attacks are magical.

Multiple Heads. Ma'al Drakar has advantage on saving throws against being knocked unconscious. If he fails a saving throw against an effect that would stun a creature, one of his unspent legendary actions is spent instead.

Regeneration. Ma'al Drakar regains 50 hit points at the start of his turn.

Actions Multiattack. Ma'al Drakar can use his Aura of Madness. He then makes three attacks: two with his claws and one with his tail. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 37 (6d8 + 10) piercing damage.

Aura of Madness. Each creature of Ma'al Drakar’s choice that is within 240 feet of Ma'al Drakar and aware of him must succeed on a DC 26 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 Ma'al Drakar's Aura of Madness for the next 24 hours.

Legendary Actions Ma'al Drakar can take 5 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. Ma'al Drakar regains spent legendary actions at the start of his turn.

Ma'al Drakar’s legendary action options are associated with his five heads (a bite and a breath weapon for each). Once Ma'al Drakar chooses a legendary action option for one of his heads, he can’t choose another one associated with that head until the start of his next turn.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) force (adamantine head), psychic (chaos head), poison (wretch head), necrotic (shadow head), radiant (void head).