Ancient Adamantine Dragon

Gargantuan dragon, neutral good or lawful good

Armor Class 22 (natural armor)

22 (natural armor) Hit Points 546 (28d20 + 252)

546 (28d20 + 252) Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 29 (+9) 21 (+5) 24 (+7) 21 (+5)

Saving Throws Dex +9, Con +18, Wis +16, Cha +14

Dex +9, Con +18, Wis +16, Cha +14 Skills Athletics +19, Medicine +16, Perception +25, Stealth +9

Athletics +19, Medicine +16, Perception +25, Stealth +9 Damage Immunities fire

fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 35

blindsight 60 ft., darkvision 120 ft., passive Perception 35 Languages Celestial, Draconic, Gnomish

Celestial, Draconic, Gnomish Challenge 29 (135,000 XP)

Brute. Melee attacks deal one extra die of its damage when the dragon hits with it (included in the attack).

Adamantine Weapons. The dragon's weapon attacks are adamantine.

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:



3/day each: banishment, dimension door, dispel evil and good, mirror image

1/day each: power word stun, reverse gravity

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: +19 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage. Claw. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 20 (3d6 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 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 22 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. Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.

White Flame Breath. The dragon exhales a brilliant white beam of fire in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. This damage ignores damage resistance and treats damage immunity as damage resistance.

Time Stop Breath. The dragon alters time in a 90-foot cone. Each creature in that area must succeed on a DC 26 Wisdom saving throw or be paralyzed for 1 minute. While paralyzed in this way, the creature is unable to perceive the passing of time. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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.