Great Wyrm Blue Dragon (5e Creature)

Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Great Wyrm Blue Dragon

Titanic dragon, lawful evil


Armor Class 27 (Natural Armor)
Hit Points 960 (40d20 + 540)
Speed 40 ft., burrow 60 ft., fly 180 ft.


STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 22 (+6) 20 (+5) 26 (+8)

Saving Throws Dex +11, Con +20, Int +16, Wis +15, Cha +18
Skills Perception +25, Stealth +11, History +16, Intimidation +18
Damage Resistances cold; bludgeoning, piercing and slashing damage from magical attacks
Damage Immunities lightning, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, stunned
Senses blindsight 120 ft., darkvision 240 ft., passive Perception 36
Languages Common, Draconic
Challenge 33 (260,000 XP)


Lightning Absorption. Whenever the dragon is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Lightning Aura. Whenever a hostile character begins its turn within 60 feet of the dragon, they suffer 10 (2d10) lightning damage.

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

Magic Weapons. The Dragon's weapon attacks are magical.

Mythic Lightning. The incredible power of this creature's lightning is more powerful than the strongest enchantments. Characters who are normally immune to lightning damage instead are treated as if they are resistant to the lightning damage caused by this dragon and characters who are resistant to lightning damage instead treat it as if they were not. Characters who are not resistant to lightning damage are treated as if they were vulnerable to it.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Spell Immunity. The dragon is immune to all spells of 3rd level or lower.

Siege Monster. The dragon deals double damage to objects and structures.

Static cling. When a character makes a successful melee attack against the dragon, its Lightning Aura ability increases in damage by 1d10 (to a max of 6d10) for the remainder of the round.

ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.

Bite. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 13 (2d12) lightning damage + DC 20 Strength Saving throw or be swallowed. At the start of each turn, all swallowed characters suffer 23 (5d8) bludgeoning, 14 (3d8) acid, and 14 (3d8) lightning damage.

Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +20 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature of CR 10 or lower who becomes frightened in this way suffers a heart attack, instantly dropping to 0 HP and falling unconscious. A creature that would be made immune to fear through magic instead receives an advantage on its saving throw. 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.

REACTIONS

3rd level Counterspell.The dragon can use this reaction five times a day.

LEGENDARY ACTIONS

The dragon can take 5 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's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 28 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lightning Breath (Costs 3 Actions). The dragon exhales lightning in a 180-foot line that is 15 feet wide. Each creature in that line must make a DC 28 Dexterity saving throw, taking 110 (20d10) lightning damage on a failed save, or half as much damage on a successful one.
Great Roar (1/Day, Costs 3 Actions). Deal 30 (12d4) thunder damage to all enemies within 600 feet and all enemies who are frightened of you, become incapacitated for 1d4 rounds.
Turn to lightning (2/Day, Costs 2 Actions). The dragon transforms into a bolt of lightning and moves 100 feet through any terrain. All characters that it moves through have to make a DC 26 Con save. On a failure, they suffer 21 (6d6) lightning damage and become stunned until the start of the dragon's next turn. On a success, they suffer half damage.

See Dragons (5e Creature).


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