Gargantuan Dragon, Lawful Evil
Armor Class 22 (natural armor)
Hit Points 481 (26d20 + 208)
Speed 40 ft., Burrow 40 ft., Fly 160 ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws DEX +7, CON +15, WIS +10, CHA +12
Skills Perception +17, Stealth +7
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Ancient Mind. The dragon is immune to any mental or mind affecting effects, it also has advantage on any Int, Wis or Cha saves, checks and skills.

Supreme Stamina. The dragon has advantage on any Con save, check or skill. It aslo takes double as much time for it to become tired or exaustioned. 

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Draconic Magic Resistance. The dragon has advantage on saves against spells and other magical effects and gains an extra +5 to the roll.

Magic Weapons. The dragons attacks are magical.

Aura of LightningThe dragon is sorunded by a aura of powerful lightning that strikes all creatures within 60 feet of the dragon of its choice. All creatures within the aura of the dragons choice takes 6d6 lightning damage at the start of the dragons turn. Whenever a creature hits the dragon with a melle attack that creature takes 3d6 lightning damage.

Greater Spellcasting. The dragon has advantage on any consentration check to maintain consentration on spells. Also whenever the dragon deals damage with spells it deals an extra 5 damage and ingores resistance to the damage type.

Draconic Magic. The dragon's innate spellcasting ability is Charisma, save DC 20, +12 to hit with spell attacks. It can innately cast the following spells, requiring no material components:

At will: Alarm, Chromatic Orb as a 8th level spell, Counterspell, Detect Magic, Detect Thoughts, Dispel MagicIdentify, Lightning Bolt as a 9th level spell, Mage HandMendingShocking Grasp

3/day each: BanishmentChain Lightning, Conjure Elemental air elemental only, Contact Other Plane, Geas, Globe of InvulnerabilityLegend Lore, Scrying, SeemingTrue Seeing

1/day each: Control Weather, Foresight, Mind Blank, Prismatic Spray, Storm of Vengeance Symbol, Whirlwind, Wish

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can switch out its bite attack to cast a spell.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (4d10 + 9)piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (4d6 + 9)slashing damage. The dragon can decide to grapple the target instead of dealing damage escape DC 24.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (4d8 + 9)bludgeoning damage plus the creature must succeed on a DC 24 Str savingthrow or be pushed 20 ft away from the dragon and knocked prone, a succeeful save negates these effects.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened 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. 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.

Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-­-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Reactions

Perfect Lightning Manipulation. Whenever a creature within 300 ft of the dragon that the dragon can see cast, uses or activates a lightning or wind based effect, the dragon can try to dominate and control the effect. The dragon uses a reaction to manipulate the lightning effect, it can either negate the effect, move the effect to another position or deflect the effect back at the caster and more effects of your choice.

Legendary Actions

The dragon can take 3 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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take (4d6 +9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Draconic Magic (Costs 3 Actions). The dragon casts a spell.

Description

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.

Note: This is a more powerful variant of the basic ancient blue dragon statblock to make them much more powerful and a dangeorus threat to be feared. This statblock is best used either as a BBEG of a campain or a epic level encounter with the ancient dragon.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
7/8/2021 3:59:05 PM
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Habitat: CoastalDesert

DragOOn1888

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