b'Agate Dragon, Ancient \n'b'  Family:   Dragons  \n'b'  Gargantuan   dragon ,  chaotic neutral  \n'b'  Armor Class  22 (natural armor)  Hit Points  444 (24d20 + 192)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 29 (+9) DEX:  10 (+0)  CON:  27 (+8)  INT:  20 (+5)  WIS:  17 (+3)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dex  +7,  Con  +15,  Wis  +10,  Cha  +12  Skills   Deception  +12,  Nature  +12,  Perception  +17,  Stealth  +7,  Survival  +10  Damage Immunities  psychic  Senses  blindsight 60 ft.,  darkvision  120 ft., passive  Perception  27  Languages  Common, Draconic  Challenge  22 (41,000 XP) \n'b' Special Traits \n'b'   Change Shape . As an action, the dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment,  hit points , Hit Dice, ability to speak, proficiencies, Legendary  Resistance , lair  actions , and  Intelligence ,  Wisdom , and  Charisma  scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary  actions  of that form. \n'b'  Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'  Actions \n'b'   Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +16 to hit, reach 15 ft., one target.  Hit : 20 (2d10 + 9) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +16 to hit, reach 10 ft., one target.  Hit : 16 (2d6 + 9) slashing damage. \n'b'  Tail .  Melee Weapon Attack : +16 to hit, reach 20 ft., one target.  Hit : 18 (2d8 + 9) bludgeoning damage. \n'b'  Frightful Presence . Each creature of the dragon\xe2\x80\x99s 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 can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'  Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons:\n'b'\n'b'   Psychic Breath . The dragon exhales a psychic blast of energy in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 23  Intelligence  saving throw, taking 71 (13d10) psychic damage on a failed save, or half as much damage on a successful one. \n'b'  Stunning Breath . The dragon exhales a blast of stunning energy in a 60-foot cone. Each creature in that area must make a DC 23  Intelligence  saving throw or become  stunned  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b'    Legendary Actions \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary  actions  at the start of its turn. \n'b'   Detect . The dragon makes a  Wisdom  ( Perception ) check. \n'b'  Tail Attack . The dragon makes a tail  attack . \n'b'  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 16 (2d6 + 9) bludgeoning damage and be knocked  prone . The dragon can then  fly  up to half its flying speed. \n'b'  About \n'b' As a dragon ages, its need (and desire) for sleep grows, and it is no different for the agate dragon, with ancient agate dragons becoming more sedentary than their younger kin. \n'b' Finding a cave to settle in, the dragon slowly begins to meld with the mountain, until they finally become, in a way, its soul. Their interventions in the dreams of others and their dominion over the lands they influence often causes them to be mistaken for local earth deities. \n'b' Every ancient agate dragon is unique. One may be a hermit that enjoys their solitude, another may be a wise one that seeks to pass on their knowledge and experience, and yet another may be an inveterate jester whose jokes know no limit. An ancient agate dragon\xe2\x80\x99s attitude may even change from one century to another. \n'b' An Agate Dragon\xe2\x80\x99s Lair \n'b' The dragon\xe2\x80\x99s magic changes its environment to suit its shape and grant it an edge in its domain. \n'b' Regional Effects \n'b' The effects of an agate dragon\xe2\x80\x99s presence are subtle enough to be mistaken for the presence of other supernatural creatures, such as a divinity or spirits: \n'b'   Breath Weapons (Recharge 4-6) . When the dragon is in its lair, its breath weapons recharge on 4-6 instead of 5-6. \n'b'  Control Weather . Once a day, an agate dragon can cast the  control weather  spell on any point within its domain. \n'b'  Domain Vision . 3 times a day, an agate dragon can cast the  scrying  spell, requiring no material components, on any point within its domain. It can also make the sensor hover or move at a speed of 50 ft., and can cast spells from the sensor as if it were present itself. \n'b'  Haven . An agate dragon can cast the hunter\xe2\x80\x99s haven spell with a 5th-level spell slot on any point within its domain, and open it to creatures of its choice. \n'b'  Lair Actions \n'b' Inside its lair, the dragon can take a lair action on  initiative  count 20 (losing all  initiative  ties). \n'b'   Inhale . The dragon tries to catch its breath. Roll a d6. On a 6, it can use the Breath Weapons action again. \n'b'  Innate Spellcasting . The agate dragon\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 17 for an adult dragon, or 20 for an ancient dragon). The agate dragon can innately cast the following spells, requiring no material components: \n'b'   At will :  magic mouth ,  minor illusion  \n'b'  3/day each :  greater invisibility , silent walk \n'b'  1/day each :  dream ,  mirage arcane ,  programmed illusion  \n'b'   Magic Resistance . Until its next lair action, the dragon has advantage on saving throws against spells and other magical effects. \n'b'  Movement . The dragon can move a number of feet equal to its speed. \n'b'  Sturdy Scales . Until its next lair action, the dragon has  resistance  to nonmagical bludgeoning, piercing and slashing damage.'