Great Wyrm Blue Dragon (5e Creature)

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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 726 (12d100 + 120)
Speed 40 ft., burrow 60 ft., fly 150 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 35
Languages Common, Draconic
Challenge 33 (220,000 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 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.

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. 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.
If the dragon takes 70 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

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.

REACTIONS

Counterspell (5/Day).The dragon casts counterspell as a 3rd-level spell using Charisma as its spellcasting ability.

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). The dragon emits a thunderous roar audible out to 600 feet. Each creature that can hear the roar must succeed on a DC 26 Constitution saving throw or take 30 (12d4) thunder damage.
Turn to lightning (2/Day, Costs 2 Actions). The dragon transforms into a bolt of lightning and moves 100 feet through any terrain. Each creature that it moves through must make a DC 26 Constitution saving throw. On a failed save, a creature takes 21 (6d6) lightning damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't stunned.

See Dragons (5e Creature).


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