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Ancient Adamantine Dragon - AI-generated fantasy Monster

Ancient Adamantine Dragon

Ancient adamantine dragons are living bulwarks against chaos beneath the world. Their ancestors were said to have learned the secret of shaping thunder into metal, creating bodies that could withstand earthquakes, divine weapons, and planar storms. They rarely seek conquest. Instead, they enforce ancient oaths and guard places where the world's foundations are dangerously thin.

GargantuanDragon(Metallic dragon)CR Challenge 20Lawful good

Ancient Adamantine Dragon

dragonmetallic dragonadamantinethunderguardianlegendary creaturesolo bosssubterranean
HP380AC22, natural armorSPD40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.CR20 (25,000 XP)InsightPerceptionPersuasionHistory
STR
27
DEX
14
save
CON
25
save
INT
16
WIS
20
save
CHA
22
save
Earthshaker Movement. The dragon can breathe air and water. It ignores difficult terrain made of stone, earth, or metal, and it can burrow through nonmagical rock without disturbing the material it moves through.
Adamantine Weapons. The dragon's weapon attacks are magical. When it hits a creature or object with a melee weapon attack, the target takes an extra 4 () thunder damage.
Legendary Stability. The dragon has advantage on saving throws against spells and other magical effects. It also has advantage on saving throws against being moved or knocked prone.
Thunderous Breath. The dragon's breath weapon deals thunder damage instead of fire. Its breath reverberates through solid matter and can be heard for miles.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. The dragon can use this trait three times per day.
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 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 19 () piercing damage plus 7 () thunder damage.
Claw. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () slashing damage.
Tail. Melee Weapon Attack: to hit, reach 20 ft., one target. Hit: 17 () bludgeoning damage. If the target is Huge or smaller, it must succeed on a Strength saving throw or be pushed up to 20 feet and knocked prone.
Wing Attack. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a Dexterity saving throw or take 14 () bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adamantine Deflection. When the dragon is hit by an attack, it adds 5 to its AC against that attack, potentially causing it to miss. If the attack misses, the dragon cannot use this reaction again until the start of its next turn.
Detect or Move. The dragon makes one Claw attack or moves up to half its speed without provoking opportunity attacks.
Tail Attack (Costs 2 Actions). The dragon makes one Tail attack.
Forge Pulse (Costs 2 Actions). Each creature of the dragon's choice within 20 feet must succeed on a Constitution saving throw or take 10 () thunder damage and be unable to take reactions until the end of its next turn.
Wing Attack (Costs 3 Actions). The dragon uses Wing Attack.
Cantrips
Innate SpellcastingVarious The dragon can cast these spells without material components: comprehend languages, detect thoughts, mirror image, major image, tongues, control water, dimension door, wall of ice, mass suggestion, and project image.
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