Great Wyrm Blue Dragon (5e Creature)
Great Wyrm Blue Dragon
Titanic dragon, lawful evil Armor Class 27 (natural armor)
Saving Throws Dex +11, Con +20, Int +16, Wis +15, Cha +18 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 creature starts its turn within 60 feet of the dragon, it takes 11 (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. Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead. Siege Monster. The dragon deals double damage to objects and structures. Static Cling. When a creature hits the dragon with a melee attack, its Lightning Aura ability increases in damage by 1d10 (to a maximum of 6d10) for the remainder of the round. ACTIONSMultiattack. 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. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the dragon. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 18 (4d8) acid damage and 13 (2d12) lighting damage at the start of each of the dragon's turns. 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 hit points and falling unconscious. A creature that would be made immune to fear through magic instead has 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. REACTIONSCounterspell (5/Day).The dragon casts counterspell as a 3rd-level spell using Charisma as its spellcasting ability. LEGENDARY ACTIONSThe 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. |
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