Huge Dragon, Lawful Good
Armor Class 17 (natural armor)
Hit Points 200 (18d12 + 108)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
19 (+4)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +5, CON +10, WIS +7, CHA +9
Skills History +13, Perception +12
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Sickened. While suffering from Instability, Valentine has disadvantage on all saving throws.

Unstable Form. While under the effects of Instability, at the beginning of each turn, Valentine makes a DC 15 WIS save. On a fail, as a bonus action he polymorphs between his human form and his draconic form.

Unstable Multiattack. After rolling for the effects of Instability, Valentine makes a DC 15 WIS save. On a fail, he must take one of his Multiattack actions against random creatures in range. Otherwise, he takes the Dodge action and ends his turn.

Instability. When subjected to an evocation spell or effect dealing 25 or more damage, Valentine must make a CON save (DC = 5 + half the damage taken, rounded up). On a fail, Instability begins to flare. At the start of each of his turns, Valentine rolls 1d8 and releases a wave of chromatic energy, suffering 25 damage of the type rolled and creating unpredictable effects around him. If the same effect is rolled two or more times consecutively, there is a more severe effect (refer to the Instability table).

If Valentine is reduced to 0 HP by the effects of Instability, his body disintegrates. If Valentine is reduced to 0 HP by any other means while in his draconic form or is rendered unconscious while in his human form, Instability is suppressed for 1 hour. 

Actions

Multiattack (Dragon Form Only). Valentine makes three attacks: one with its bite and two with its claws.

Multiattack (Human Form Only). Valentine makes six Wild Bolt attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) piercing damage plus 4 (1d6) damage of the most recent Instability roll.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 4) slashing damage plus 4 (1d6) damage of the most recent Instability roll.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 4) bludgeoning damage.

Wild Bolt. Ranged Spell Attack. +9 to hit, range 60ft., one target. (1d6) damage of the most recent Instability roll. On a hit, the target must make a DC 15 CHA save or roll twice on the wild magic table (see wild magic sorcerer), taking the less favorable of the two results.

 

Lair and Lair Actions

Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.

Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.

A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Regional Effects

The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Thunderstorms rage within 6 miles of the lair.
  • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
  • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.

If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.

Habitat: CoastalDesertUrban

DarkOasisFIC

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