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Ancient Earth Dragon

Gargantuan · Dragon · CR 24 · Chaotic Evil

Armor Class
22
Hit Points and Hit Dice
425 (23d20+184)
Challenge Rating CR
24

Ability Scores

Core attributes and their modifiers.

STR
26
+8
DEX
14
+2
CON
26
+8
INT
16
+3
WIS
22
+6
CHA
14
+2

Overview

Category Monsters
Size Gargantuan
Type Dragon
Alignment Chaotic Evil
XP 62000
Initiative Bonus +2

Movement

Walk 40 ft (12.2 m)
Fly 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Burrow 60 ft (18.3 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 120 ft (36.6 m)
Tremorsense 120 ft (36.6 m)
Passive Perception 26

Saving Throws

Strength +15 Constitution +15 Intelligence +10 Wisdom +13 Charisma +9

Skills

Athletics +15 Insight +13 Nature +10 Perception +13

Languages

Common, Draconic, Terran

Resistances & Immunities

Damage Resistances
damage from nonmagical weapons
Condition Immunities
petrified

Traits

Earth Glide

The dragon can burrow through nonmagical, unworked earth and stone without disturbing it.

Essence Link

The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.

False Appearance

While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping.

Innate Spellcasting

The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components.
- 3/Day Each: Locate Animals or Plants, Spike Growth, Stone Shape, wall of stone,
- 1/Day: earthquake, Move Earth

Legendary Resistance (3/Day)

When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more like rock. Its Speed, burrow speed, and flying speed are halved until the end of its next turn.

Actions

Bite

+15 to hit, reach 15 ft (4.6 m). Hit: 5d10+8 piercing damage.

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 35 (5d10 + 8) piercing damage. Instead of dealing piercing damage the dragon can grapple the target (escape DC 23) and a Huge or smaller creature grappled in this way is restrained. While grappling a creature the dragon can't bite another target.

Multiattack

The dragon attacks once with its bite and twice with its slam. In place of its bite attack it can use Rock Spire.

Rock Spire

A permanent 25-foot-tall 5-foot-radius spire of rock magically rises from a point on the ground within 60 feet. A creature in the spires area when it appears makes a DC 21 Dexterity saving throw taking 18 (4d8) piercing damage on a failure or half damage on a success. A creature that fails this saving throw by 10 or more is impaled and restrained at the top of the spire. A creature can use an action to make a DC 13 Strength check freeing the impaled creature on a success. The impaled creature is also freed if the spire is destroyed. The spire is an object with AC 16 30 hit points and immunity to poison and psychic damage.

Scouring Breath

Recharge 5–6

The dragon exhales scouring sand and stones in a 90-foot cone. Each creature in that area makes a DC 23 Dexterity saving throw taking 70 (20d6) slashing damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn.

Slam

+15 to hit, reach 10 ft (3 m). Hit: 3d8+8 bludgeoning damage.

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the target is pushed up to 10 feet away falling prone if it impacts a wall or other solid object. This attack deals an extra 9 (2d8) bludgeoning damage if the target was already prone.

Legendary Actions

Entomb

Cost 1

The dragon targets a creature on the ground within 60 feet, forcing it to make a DC 17 Dexterity saving throw. On a failure, the creature is magically entombed 5 feet under the earth. While entombed, the target is blinded, restrained, and can't breathe. A creature can use an action to make a DC 17 Strength check, freeing an entombed creature on a success.

Shake the Foundation

Cost 1

The dragon causes the ground to roil, creating a permanent, 40-foot-radius area of difficult terrain centered on a point the dragon can see. If the dragon is bloodied, creatures in the area make a DC 23 Dexterity saving throw. On a failure, the creature takes 21 (6d6) slashing damage and falls prone. On a success, the creature takes half damage.

Slam Attack

Cost 2

The dragon makes a slam attack.

The dragon can take 3 legendary actions

Cost 1

Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.

About Ancient Earth Dragon

Ancient Earth Dragon is a gargantuan dragon with a Challenge Rating of 24. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 22 and possesses 425 hit points (derived from 23d20+184).

Ancient Earth Dragon has communication capabilities including Common, Draconic, Terran. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Ancient Earth Dragon

2 tips available

When using Ancient Earth Dragon in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Burrowing Tactics: This creature can burrow at 60 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.

Player Guide: Facing Ancient Earth Dragon

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Burrowing Defense: This creature can burrow at 60 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 24.

High-Level Solo Encounter:

This creature is too powerful for a single level-20 character. You need 3.0 character(s) at maximum level (20) to face this creature.

Experience Point Thresholds:

  • Medium: 60,000 XP
  • Hard: 90,000 XP
  • Deadly: 120,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Ancient Earth Dragon?
Ancient Earth Dragon has a Challenge Rating of 24, making it appropriate for parties of level 24.0.
What type of creature is Ancient Earth Dragon?
Ancient Earth Dragon is a Gargantuan Dragon, which affects how certain spells and abilities interact with it.
What languages does Ancient Earth Dragon speak?
Ancient Earth Dragon can communicate in Common, Draconic, Terran.

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