Ancient Imperial Dragon

Supremely powerful, imperial dragons that live to become ancient have legendary exploits and a tremendous body count spanning generations. To common folk, these dragons appear surprisingly peaceful and personable. The wise know better, for an ancient imperial dragon is the ultimate apex predator. Their perceived benevolence is in actuality profound boredom. There is simply no one interesting left to fight. Even if something strong enough to interest these dragons were to come along, odds are it would have nothing new to offer and would simply be a repeat of battles from ages past. Only the extraordinarily strong and uniquely powerful can get these dragons’ attention. Once alerted to the presence of a worthy foe, an ancient imperial dragon will go to any lengths to pick a fight, just to break the monotony of everyday life.


ANCIENT IMPERIAL DRAGON

Gargantuan dragon, any lawful alignment


Armor Class 25 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 60 ft., fly 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 18 (+4) 28 (+9) 19 (+4) 23 (+6) 26 (+8)

Saving Throws Str +18, Dex +12, Con +17, Wis +14
Skills Athletics +26, Insight +14, Intimidation +16, Perception +14, Survival +14
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities force
Condition Immunities frightened
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Common, Draconic
Challenge 27 (105,000 XP)


TRAITS

Deathproof. If an effect would kill the dragon, it may instead lose half its current hit points (rounded down) to survive instead. The dragon cannot use this feature if it has fewer than 50 hit points.

Heavy Armor. The dragon reduces damage it takes from weapon attacks by 15.

Immense. The dragon’s form is tremendous. It is 60 feet long from snout to tail and has a wingspan of more than 80 feet. On the battlefield, the dragon typically occupies a 25-foot-by-25-foot space. The dragon can end its movement in a Huge or smaller creature’s space and does not treat such spaces as difficult terrain when moving through them.

Improved Critical. The dragon’s weapon attacks score a critical hit on a 17–20.

Legendary Supremacy (5/Day). If the dragon fails a saving throw or ability check, it can choose to succeed instead.

Spell Resistance. The dragon takes half damage from spells.


ACTIONS

Multiattack. The dragon uses its Dread Visage. It then makes three attacks: one with its Bite or Tail, and two with its Claw.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage and 28 (8d6) force damage. If the target is a creature, the dragon may grapple it (escape DC 26). Until this grapple ends, the dragon may not bite another target.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons:

  • Antimagic Bomb. The dragon spits a globule of antimagic at a point within 60 feet which explodes in a 20-foot radius centered on that point. Each spell or magical effect in the area is dispelled as if affected by a dispel magic spell (+6 to dispel spells of 7th level or higher).
  • Force Breath. The dragon exhales a pure disintegrating force in a 500-foot line that is 10 feet wide. Everything in that line must succeed on a DC 24 Dexterity saving throw, taking 110 (20d10) force damage on a failure, or half as much on a success. A creature reduced to 0 hit points by this damage is disintegrated. Objects and structures in the area not being worn or carried take double damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 29 (3d12 + 10) slashing damage.

Dread Visage. Each creature of the dragon’s choice within 120 feet of the dragon that are aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the dragon by the safest available route on each of its turns. If a creature ends its turn in a location where it can’t see the dragon, it can attempt a DC 24 Wisdom saving throw, ending the effect 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 Dread Visage for 1 minute.

Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., each target of the dragon’s choice within range. Hit: 26 (3d10 + 10) bludgeoning damage. A creature hit by this attack must succeed on a DC 24 Strength saving throw or be knocked prone.


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.

Battlefield Supremacy. Until the end of its next turn, when the dragon next scores a hit with a weapon attack, the hit deals double damage.

Deep Breath. The dragon recharges its Breath Weapons.

Power Dive (Costs 2 Actions). The dragon flies up to its speed in a straight line and immediately makes a weapon attack at the end of that movement. On a successful hit, the attack deals an additional 3 (1d6) bludgeoning damage for every 20 feet the dragon moved via this feature.

Tail Attack. The dragon makes a Tail attack.


Ref: TPKB1 p152