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# Stained Glass Dragons Stained glass dragons are the vainest of all. They like to roost in the ruins of the sacred places they've pillaged, making them incredibly easy to find, although their mastery of illusions can shield them from most predators. ### Regional Effects The region containing an ancient stained glass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: * The area within 5 miles of the lair is blanketed with supernaturally thick fog at night. * While within 1 mile of the lair, a creature's memories become hazy. The effect becomes more pronounced as a creature spends time within the area. * Illusory sounds with no discernible source are common.
___ ___ > ## Ancient Stained Glass Dragon >*Gargantuan dragon, chaotic evil* >___ >**Armor Class** 22 (natural armor) >**Hit Points** 333 (18d20 + 144) >**Speed** 40 ft., climb 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|25 (+7)|15 (+2)|26 (+8)|14 (+2)|16 (+3)|25 (+7)| >___ >**Saving Throws** Str +14, Dex +8, Con +15, Cha +14 >**Skills** Deception +14, Insight +10, Investigation +9, Perception +10 >**Damage Resistances** psychic, radiant >**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 20 >**Languages** Common, Draconic >**Challenge** 23 (50,000 XP) >___ > >***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > >***Innate Spellcasting.*** The dragon’s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells: > >At-will: *major image, mirror image, mislead* >3/day each: *programmed illusion, seeming* >1/day each: *mental prison, mirage arcane* > >### Actions > >***Multiattack.*** The dragon can use its Beguiling Presence. It then makes three attacks: one with its bite and two with its claws. > >***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 18 (2d10 + 7) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 14 (2d6 + 7) slashing damage. > >***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 15 (2d8 + 7) bludgeoning damage. > >***Beguiling Presence.*** The dragon's shimmering, translucent scales begin to shift in color and pattern, entrancing those who look upon it. Each other creature within 60 feet of the dragon that can see it must succeed on a DC 22 Wisdom saving throw or become charmed for 1 minute. While a creature is charmed, it is incapacitated and it has a speed of 0. 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 Beguiling Presence for the next 24 hours. > >***Prismatic Breath (Recharge 5–6).*** The dragon exhales an array of dancing prismatic beams of light in a 60-foot cone. Each creature in the area must make a DC 22 Dexterity saving throw, taking 63 (18d6) damage on a failed save, or half as much on a successful one. The type of damage dealt is associated with the color of beam that hits the target, determined by rolling a d6 for each: 1. fire (red); 2. acid (orange); 3. lightning (yellow); 4. poison (green); 5. cold (blue); 6. necrotic (violet). > >### 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 22 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.