Large unknown, Neutral Evil
Armor Class 18 Natural
Hit Points 2400 (30d20 + 2100)
Speed 30 ft., In battle moves at 35ft fly but can reach speeds of 120ft+ maybe even 360 if it uses all its power
STR
23 (+6)
DEX
24 (+7)
CON
20 (+5)
INT
13 (+1)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws DEX +16, WIS +13, CHA +12
Damage Vulnerabilities Necrotic, Poison
Damage Resistances Acid, Cold, Lightning, Radiant, Thunder
Senses Truesight 120ft even if a creature is invisible it can feel its presence but cant accurately know its location., Passive Perception 20
Languages Celestial Understands celestial but otherwise doesnt speak., Telepathy Ranges about a mile away just beyond its hurricane. Can communicate minor images, feelings and simple messages like warning adventurers of their folly if they dont turn back.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Celestial fury. Sometimes gets angry after taking large dmg or when its weakened (dm decides when) it can add its ability mods 1 extra time to dmg(e.g. ×3 str dmg becomes ×4) and save DC increases by 1, its movemeant goes up by 5ft and its Elegant Evasion goes up by 5ft for 3-5 (dm chooses) turns, BUT while angry its chest glows brightly and becomes vulnerable to dmg buuuut you have to be facing it almost directly head on to target this weak spot, when it enters rage it uses its eerie cry feature.

Hurricane. It is surrounded by a hurricane at all times, when its alert (almost all the time and for about a month after it arrives) its hurricane is at f5 level stuff making it hard  to get to this creature, once threatened its hurricane will make escape almost impossible meaning the players will die if they cant escape... teleportation to other realms etc will work tho. Its up to the dm to deside how the players will get to amatsu, it will be almost impossible walking through it and flying is suicide but a cave leading under it that opens in the eye of the storm is a good idea.

Divine Dragon Resistance. 3 times a day, can choose to succeed if it fails a save. Enemy creatures like dragons have disadvantage on saves directly against amatsu and amatsu has advantage to hit them... (due to being a similar creature to amatsu it is much harder to avoid its atks, amatsu is likely experienced in fighting other kinds of dragons and monsters, but you can still get away with polymorph, its just not going to be game breaking), amatsu gains resistance to a number of elemeants of the weather like lightning, its also resistant to radient but weak to necrotic and poison with disadvantage against poison.

Actions

Makes one atk: slash or tail atk re every 2 atks e.g. slash, slash, tail atk.

Aerial slash. Melee Attack: +13 to hit, reach 10 ft., multiple targets within 10ft of its sipe. (3d6 + 12 (×2 str mod)) slashing damage. 

Tail attack. Melee Attack:  dax save DC18 range 25ft line 10 ft wide (3d8 +12(×2 str mod)) blugeoning damage. Recharge every 2 atks.

Zoom attack. Zooms 60ft in a line at the end of an enemies turn re 3 atks dex save DC18 2d6+ 7 (×1 dex) blugeoning damage. As bonus action.

Compressed water beam. Recharge Every 3 atks, fires 2 beams (eatch in different areas/targets up to 240 ft away) 60ft line 5ft wide dex save DC18 8d8+20 bludgeoning damage and knocked prone + on fail stunned, if proficient in fighting large creatures can expend half movemeant of next turn to gain the effects of evasion otherwise already having evasion will only negate stun and half dmg on a fail and success but still prone for either.

Tornado tpk. Re 8 Expends 3 turns of focus during witch enemies are sucked in at 20-25-30 ft each turn and are unable to dash + must make a athletics check in order to move half movement and half atks otherwise they cant move at all or atk normally, if anything is within 15 ft of amatsu at the start of its 4th turn takes 20d8+ 100 blugeoning damage dex save or athletics check DC22 for half dmg as the blast has a split second delay, if you have 40+ movemeant speed than a success equals no dmg as you manage to leap away but you are prone after this. Ps  attacks made by ppl affected by amatsus pull affect have disadvantage. Also anything within 10 ft of amatsu during its pull affect auto fail checks/saves to resist and move away so they are in trouble. As this atk triggers it releases an eerie cry (this doesnt have to stun players) and circles the space underneath it at super speed a split second later a crystaline jingle rings in the air and the spot explodes into a tornado with wind speeds on steroids for a few seconds till the end of amatsu's 4th turn, amatsu cant take any atk actions on this turn it can only move or at most use its zoom as it will be near the edge of the arena after this. Optional can choose to give amatsu resistance to dmg while doing a charge up for this atk, but ignore this if its too hard.

Tip use dice and set it to the number of turns or atks till an ability recharges. Or just right it down.

Reactions

Elegant Evasion. Can move 15ft out of the way of an incoming attack, if it only just gets hit it take half dmg, grants the effects of Evasion, so AoE doesnt work so well against it unless you aim at the ground tho! Costs 1 legendary action.

Legendary Actions

×3 actions a round. Can only take 2 options per round.

Zoom atk (Costs 1 Actions). 

Elegant Evasion (1 Action)

Eerie cry (2 actions and 5 turn cooldown) lets loose a cry that requires a wisdom save DC17 or be frightened for 1min can repeat saves at start of turn etc once this effect is endded the creature is immune for 24hrs, additionaly creatures must make a constitution save on a fail they are stunned, this effect only works if you are within 80ft of amatsu DC15 70+ft 16 60+ft 17 40+ft 19 1+ft, or just use 16 if you cant be bothered with this table.

Mythic Actions

if it drops below 60% hp (1440)it gains extra attacks, speed, dmg and moves. It should use its tornado tpk at this stage, it should use it atleast twice during the battle.

+10 ft movement, +1 atk gains enhanced atk options, DC of 18 increases to 20.

Swipe and tail actions gain ×3 str (+18) 4d6, 4d8

Zoom gains ×2 dex (+14) 3d6

Water beam+ same as the original but 120ft line 10ft wide8d8+42 every 5 turns, flys into the air emmitting a loud cry, just before the attack a crystaline jingle rings in the air.

 Tornado burst. Takes 1 turn to charge, at the start of next turn Shoots 4 tornados in 4 opposite directions, they travel 80ft a turn and last 2 turns, eatch tornado is a 20ft sphere, on contact a player is knocked flying 30ft away and lands prone but if the tornado just clips you make a dex save DC18 success no dmg fail half dmg knocked 10ft and fall prone, the dmg is 4d10+20 bludgeoning.

Description

A magnificent dragon of divine power capable of wiping out civilization with its ability to conjure giant storms and even hurricanes. Primarily used for T.P.K.s its very destructive and obviously its very easy to detect its presence. It dwells in mountains where it can effectively conjure its storms.

Warning, this fight is designed to go a long time and requires preparation of both equipment and skills for fighting larger-than-life creatures, this creature is from the monster hunter games. IF your players complete this, give them all a hug and congratulate them! They have effectively saved the world or atleast the continent they are on, they deserve some excellent rewards ;)

Ps its jingle noise it makes is a magical sound made whenever it uses a super powerful atk, the sound is likely coming from its chest as its rumoured to have a gem inside it that has its power, dont give the players any ideas its not going to make you a god but its filled with sizable power, probably could put it on a staff or use as an arcane focus, ill have to design that later but its unlikely the adventurers will survive so its optional for now i guess.

WARNING!!! THIS CREATURE NEEDS FINE TUNING!!! FEEL FREE TO EDIT IT FOR YOUR GROUP AS IT MIGHT NEED TWEAKS TO WORK PROPERLY IN YOUR CAMPAIGN!!!.

(I may make a more refined version of this as there is a lot of words... but without doubt this may take some testing and preparation)

Lair and Lair Actions

1 action. Can create a blast of wind, everyone within 120ft makes a str save DC16 on fail pushed or pulled 15ft and prone.

Regional effects: gases and vapors are dispersed after they are created, they can still effect a creature for a turn e.g. incendary cloud will dmg anyone in its radious but wont linger. Other effects include a never ending storm that stretches for miles and lots of tornadoes, lightning and floods everywhere from the rain, possible elementals and other things might appear too. It can sense sentients that come near its hurricane.

Strong winds make battle difficult, wizards must make concentration checks every 2 turns if concentrating on a spell, arrows and ammunition has half range and you cannot benefit from the sharpshooter feats long range ability.

Extra: when enraged all atks are made with disadvantage ranged atks with ammo is impossible beyond 45ft, concentration checks at start of every turn with disadvantage if concentrating, every creature takes 1d4 slashing dmg at start of each turn and perception checks have disadvantage, all terrain becomes difficult terrain simulating the wind... so this is one windy fight, dont tick it off! People who use sharpshooter feats and crossbow expert with hand crossbow will strugle!

Habitat: Mountain

1Great1Dragon1

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