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Ancient Wind Dragon

Gargantuan · Dragon · CR 22 · Chaotic Neutral

Source. Tome of Beasts
Armor Class
20 (natural armor)
Hit Points and Hit Dice
425 (23d20+184)
Challenge Rating CR
22

Ability Scores

Core attributes and their modifiers.

STR
28
+9
DEX
19
+4
CON
26
+8
INT
18
+4
WIS
17
+3
CHA
20
+5

Overview

Category Monsters
Size Gargantuan
Type Dragon
Alignment Chaotic Neutral
XP 41000
Initiative Bonus +4

Movement

Walk 40 ft (12.2 m)
Fly 120 ft (36.6 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Blindsight 10 ft (3 m)
Passive Perception 27

Saving Throws

Dexterity +11 Constitution +15 Wisdom +10 Charisma +12

Skills

Acrobatics +11 Arcana +11 Intimidation +12 Perception +17 Stealth +11

Languages

Common, Draconic, Dwarvish, Elvish, Primordial

Resistances & Immunities

Damage Immunities
lightning, ranged weapons
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhausted, paralyzed, restrained

Environments

Grassland or Plains Mountain

Traits

Fog Vision

The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.

Innate Spellcasting

the dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:

at will: feather fall

5/day each: lightning bolt, ice storm

Legendary Resistance (3/Day)

If the dragon fails a saving throw, it can choose to succeed instead.

Magic Resistance

The dragon has advantage on saving throws against spells and other magical effects.

Uncontrollable

The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.

Whirling Winds

Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons.

Wind Dragon's Lair

on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row.

  • Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.

  • Fragments of ice and stone are torn from the lair's wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.

  • A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.

Actions

Bite

+16 to hit, reach 15 ft (4.6 m). Hit: 2d12 piercing damage.

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.

Breath of Gales

Recharge 5–6

The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished.

Claw

+16 to hit, reach 10 ft (3 m). Hit: 2d8 slashing damage.

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing 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 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, 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.

Multiattack

The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws.

Tail

+16 to hit, reach 20 ft (6.1 m). Hit: 2d10 bludgeoning damage.

Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.

Wing Attack (Costs 2 Actions)

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Legendary Actions

Detect

Cost 1

The dragon makes a Wisdom (Perception) check.

Tail Attack

Cost 1

The dragon makes a tail attack.

Wing Attack

Cost 2

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

About Ancient Wind Dragon

Ancient Wind Dragon is a gargantuan dragon with a Challenge Rating of 22. It has a chaotic neutral alignment.

In combat, this creature maintains an Armor Class of 20 and possesses 425 hit points (derived from 23d20+184).

Ancient Wind Dragon has communication capabilities including Common, Draconic, Dwarvish, Elvish, Primordial. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Ancient Wind Dragon

1 tips available

When using Ancient Wind 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.

Player Guide: Facing Ancient Wind Dragon

1 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.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 22.

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: 50,600 XP
  • Hard: 75,900 XP
  • Deadly: 101,200 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 Wind Dragon?
Ancient Wind Dragon has a Challenge Rating of 22, making it appropriate for parties of level 22.0.
What type of creature is Ancient Wind Dragon?
Ancient Wind Dragon is a Gargantuan Dragon, which affects how certain spells and abilities interact with it.
What languages does Ancient Wind Dragon speak?
Ancient Wind Dragon can communicate in Common, Draconic, Dwarvish, Elvish, Primordial.

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