Armor Class 22 (Natural)
Hit Points 487 (25d20+225)
Speed walk 40 ft., fly 80 ft.
STR | DEX | CON |
30 (+10) | 10 (0) | 29 (+9) |
INT | WIS | CHA |
18 (+4) | 15 (+2) | 23 (+6) |
Saving Throws DEX +7, CON +16, WIS +9, CHA +13
Skills Arcana +11, History +11, Perception +16, Stealth +7
Damage Immunities Cold, Lightning, Thunder
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 23 (50000 XP)
Proficiency Bonus +7
Traits
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 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 21 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 Weapons (Recharge 5-6). The dragon blows a strong gust of wind in a line 90 feet long and 10 feet wide, which lasts up to 1 round or until he takes another action. Each creature in that area must make a DC 24 Dexterity saving throw, taking 65 (10d12) bludgeoning damage on a failed save or half as much on a successful one. In addition, a Large or smaller creature that fails the save must succeed a Strength saving throw or be pushed back 30 feet and knocked prone.
Any creature in the line must spend 3 feet of movement for every 1 foot it moves when moving closer to the sentinel. The gust disperses gas or vapor, and it extinguishes any flames, unprotected and protected, in the area.
Whirlwind (Recharge 11-12). The dragon uses 80 feet of his flying speed to fly up 40 feet upwards in a swirling motion, creating a whirlwind spell (DC 24). On following turns, maintaining concentration on it costs 40 feet of his flying speed, and he can use up to 30 feet of flying speed to move it along the ground. The remaining flying speed can only be used for vertical movement.
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.
Legendary Actions
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 ft. 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.
Lair and Lair Actions
The Weathered Sentinel’s Lair
The sentinel dwells among the clouds, making his lair on a secluded mountain peak. He makes the position of his lair known to his followers and acolytes, allowing them to go on pilgrimage to see him.
Lair Actions
On initiative count 20 (losing initiative ties), the sentinel takes a lair action to cause one of the following effects:
- The sentinel causes strong winds to blow as if he had cast the control winds spell (DC 15). The winds last until initiative count 20 on the next round.
- The sentinel causes a churning storm cloud to form, centered on a point he can see and spreading to a radius of 360 feet. Until the cloud is dispelled, he can take the following lair actions:
- Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud must make a DC 15 Constitution saving throw. On a failed save, a creature takes 7 (2d6) thunder damage and becomes deafened for 5 minutes.
- The sentinel calls six lightning bolts to strike six creatures or objects beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must succeed a DC 15 Dexterity saving throw or take 5 (1d10) lightning damage.
- Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there must succeed a DC 15 Constitution saving throw or take 3 (1d6) cold damage.