|Gargantuan Dragon (celestial), lawful neutral|
Armor Class 23 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 40 ft., climb 40 ft., fly 80 ft.
|28 (+9)||14 (+2)||30 (+10)||18 (+4)||23 (+6)||17 (+3)|
Saving Throws Agi +11, Int +13, Wil +15, Per +12
Skills Perception +24, Stealth +11
Damage Resistances cold, lightning
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 34
Languages Dovahzul, Tamrielic
Magic Resistance. The legendary dragon has advantage on saving throws against spells and other magical effects.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage, plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) slashing damage.
Tail Whip. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) 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 20 Willpower 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.
Dragon Shouts Recharge (5-6). The dragon uses one of the following dragon shouts:
Bend Will (Gol Hah Dov). The dragon uses its voice to bend the will of a creature to do its bidding. One creature within 60 feet of the dragon that can hear it must succeed on a DC 24 Willpower saving throw or be charmed by the dragon. The charmed creature is under the dragon’s control and can repeat the saving throw at the end of each of its turns.
The dragon can issue a command to the creature on its turn (no action required by the dragon), taking total and precise control. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. Each time the creature takes damage, it makes a new Willpower saving throw, ending the effect on a success.
Drain Vitality (Gaan Lah Haas). One creature of the dragons choice that it can see within 90 feet of it must make a DC 24 Endurance saving throw. On a failed save, The creature takes 65 (10d12) necrotic damage, their magicka is reduced by an equal amount, and they suffer one level of exhaustion. On a successful save, they take half as much damage and their magicka is reduced by half as much. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.
Elemental Breath (Frin Krah Nos). The dragon chooses to exhale either a gout of flames, a burst of ice, or a blast of electricity in a 90-foot cone. Each creature in that line must make a DC 24 Agility saving throw, taking 91 (26d6) fire, cold, or lightning damage on a failed save, or half as much on a successful one.
Ice Form (Iiz Sien Nus). One creature of the dragon’s choice that it can see within 90 feet of it must make a DC 24 Endurance saving throw. On a failed save, the creature takes 45 (10d8) cold damage and they are encased in a shell of ice. The encased creature is immobilized and can't speak, hear, move, or take any actions. The creature takes this damage again at the start of its turn while encased. The creature restrained by this spell must make another Endurance saving throw at the end of each of their turns to try and break free. If it successfully saves against this effect three times, the effect ends. If it fails its save three times, the frost hardens and the creature is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. While the effect is active, the frost shell has an AC of 15 and has 60 hit points. When the frost shell reaches 0 hit points, the shell breaks, ending the effect. On a successful save, the creature takes half of much damage and isn't immobilized.
Kyne's Peace (Kaas Drem Ov). One creature of the dragon’s choice that it can see within 90 feet of it must succeed on a DC 24 Willpower saving throw or become charmed by the dragon. A charmed creature can’t be frightened and is compelled to be non-hostile to the dragon. The creature is unable to make any attacks or cast harmful spells against the dragon. An unwilling creature can remake this saving throw at the end of each of their turns to try to end the effect.
Slow Time (Tiid Klo Ul). Time slows around the dragon. All creatures within 90 feet of the dragon must succeed on a DC 24 Willpower saving throw or suffer the effect of a slow spell.Unrelenting Force (Fus Ro Dah). The dragon exhales a blast of force in a 60-foot cone. Each creature in that cone must make a DC 24 Strength saving throw. On a failed save, a creature takes 63 (18d6) force damage, is knocked back 20 feet and falls prone. On a successful save, the creature takes takes half as much damage and isn’t knocked back.
Detect. The dragon makes a Willpower (Perception) check.
Recharge Thu'um (Costs 2 Actions). The dragon can make a roll to recharge its Dragon Shouts action. On a successful roll, the dragon can immediately use a Dragon Shout action. The Dragon Shout can’t be the same as the previous shout used.
Tail Attack. The dragon makes a tail whip attack.Wing Thrash (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Agility saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed.
Found In: Enemies of Elsweyr
Legendary dragons are those of its kind who have risen to the highest echelon. They exude incredible strength, unmatched by any other except the gods themselves. Dragons like Alduin and Kalgrontiid fall into this category of dragon and pose serious threats against all life on Tamriel, if not all of Nirn.
When using a legendary dragon, you can use the statistics provided here or create your own using the following guidelines:
Legendary dragons can be any type of dragon listed in this section, or an entirely different dragon that suits their story and ascent to power. If the legendary dragon started out as one of the dragons listed here, such as a flame dragon or storm dragon, it retains its statistics except as described below. The legendary dragon may retain or lose any or all of its lair actions or inherit new ones, as the GM sees fit.
Damage Resistance. The legendary dragon has resistance to every type of damage that is available to its breath weapon dragon shout. The most common breath weapons of dragons include cold, fire, and lightning. Some unique dragons could favour other damage types, such as acid, necrotic, poison, or even radiant damage.
Damage Immunities. The legendary dragon has immunity to at least one type of damage that is available to its breath weapon dragon shout. The damage that it has immunity to is likely to be its favored element or is important to the dragon’s story and ascent to power. A dragon that has a particular skill for necromancy would likely have a necrotic breath weapon and immunity to necrotic damage, where as a jill that closely serves Akatosh could have immunity to radiant damage.
Gaining immunity to more than one type of damage can create extremely difficult challenges, even for extremely powerful characters. Use your discretion when considering what types of damage the dragon would be immune to.
Magic Resistance. A legendary dragon has advantage on saving throws against spells and other magical effects.
Dragon Shouts. Dragons harness the power of their own voice to create powerful magic known as the Thu’um. By speaking these short phrases, or shouts, the dragon can unleash a powerful burst of energy to create a variety of incredible effects. Legendary dragons have access to a wide arsenal of dragon shouts.
A legendary dragon retains any dragon shouts it already knows, or it can gain new shouts that suit its new power. A list of dragon shouts can be found at the end of the section of dragons, which can be used as a starting point to building your dragon. Some dragon shouts require the target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
- Dragon Shout save DC = 8 + the dragon’s proficiency bonus + its Endurance modifier
|GM Tip: Dragon Challenge Ratings
When looking at the dragon stat blocks here, you may notice that the weaker dragons have higher CRs than you would see with similar dragons found in the 5e Core Rules.
- 2022-02-20: Added the second half of Bend Will to the statblock.