Legendary Resistance (3/Day). If Basilroyh fails a saving throw, she can choose to succeed instead.
Ring of transformation:
This ring allows Basilroyh to switch between her blue dragon and genasi form.
Electric aura: (2/day). Basilroyh’s dreadful anger becomes a dangerous obstacle as it manifests into an aura of electrified air that surrounds her entire body for one hundred feet. Every round a character is within one hundred feet of her, that character takes 4d20 electric damage. This is a passive effect that takes place when Basilroyh decides to start it, and it last for five rounds of combat.
Elemental connection: When using her Lightning breath, Basilroyh can choose to create 5d6 air elementals instead of doing damage. This recharges at the same rate as her Lightning breath.
Air-home: Basilroyh can use Plane Shift on herself and anybody or anything touching her body or anything she’s wearing to go to the elemental plane of air at will, without concentration instantaneously. She can do this an unlimited amount of times per day. This does not require any spellcasting materials.
Spellcasting:
Basilroyh is a 15th level wizard. She can cast eighth level spells with ease. Her spellcasting modifier is intelligence.
CANTRIPS:
Acid splash (Dext 23 saving throw, 60ft range, 3d6 damage), Fire Bolt (+15 to hit, 120 foot range, 3d10), Minor Illusion (30 ft range), Ray of Frost (+15 to hit, 60 ft range, 3d8), Thunderclap (constitution 23 saving throw, 30 ft range, 3d6)
First level spells: four spell slots
Charm person (wisdom 23 saving throw, 30 ft range), find familiar (ritual spell), witch bolt (+15 to hit, 30 ft range, 1d12)
Second level spells: three spell slots
Charm person: (Wisdom 23 saving throw, 30 ft range), Continual flame, Crown of madness (wisdom 23 saving throw, 120 ft range), levitate (constitution 18 saving throw, 60 ft), Mirror image, Witch Bolt (+15 to hit, 30 ft range 2D12)
Third level spells: three spell slots
Fourth level spells: Two spell slots
Animate Dead (1m duration, 10 ft range), Bestow curse (touch based spell, wisdom 23 saving throw, debuff), Charm person (Wisdom 23 saving throw, 30 ft range), remove curse (touch based), Banishment (Charisma 23 saving throw, 60 ft range), Blight (Constitituon 23 saving throw, 30 ft range, 8d8 necrotic damage), Tidal wave (Dexterity 23 saving throw, 120 ft range, 5d8, knocks enemies prone if it hits), vampiric touch (+15 to hit, 4d6 damage, restores health to Basilroyh equal to half the health taken from the enemy by the attack), Witch bolt (+15 to hit, 30 ft range 4D12)
Fifth level spells: Two spell slots
Animate Dead (1m duration, 10 ft range), Bestow curse (touch based spell, wisdom 23 saving throw, debuff), Charm person (Wisdom 23 saving throw, 30 ft range), remove curse (touch based), Banishment (Charisma 23 saving throw, 60 ft range), Blight (Constitituon 23 saving throw, 30 ft range, 9d8 necrotic damage), Tidal wave (Dexterity 23 saving throw, 120 ft range, 6d8, knocks enemies prone if it hits), vampiric touch (+15 to hit, 5d6 damage, restores health to Basilroyh equal to half the health taken from the enemy by the attack), Witch bolt (+15 to hit, 30 ft range 5D12), Scrying, Contact other plane
Sixth level spells: One spell slot
Animate Dead (1m duration, 10 ft range), Bestow curse (touch based spell, wisdom 23 saving throw, debuff), Charm person (Wisdom 23 saving throw, 30 ft range), remove curse (touch based), Banishment (Charisma 23 saving throw, 60 ft range), Blight (Constitituon 23 saving throw, 30 ft range, 10d8 necrotic damage), Tidal wave (Dexterity 23 saving throw, 120 ft range, 7d8, knocks enemies prone if it hits), vampiric touch (+15 to hit, 6d6 damage, restores health to Basilroyh equal to half the health taken from the enemy by the attack), Witch bolt (+15 to hit, 30 ft range 6D12), Scrying, Contact other plane, Flesh to Stone (constitution 23 saving throw, 60 ft), Programmed illusion (120 ft range)
Seventh level spells: One spell slot
Animate Dead (1m duration, 10 ft range), Bestow curse (touch based spell, wisdom 23 saving throw, debuff), Charm person (Wisdom 23 saving throw, 30 ft range), remove curse (touch based), Banishment (Charisma 23 saving throw, 60 ft range), Blight (Constitituon 23 saving throw, 30 ft range, 11d8 necrotic damage), Tidal wave (Dexterity 23 saving throw, 120 ft range, 8d8, knocks enemies prone if it hits), vampiric touch (+15 to hit, 7d6 damage, restores health to Basilroyh equal to half the health taken from the enemy by the attack), Witch bolt (+15 to hit, 30 ft range 7D12), Scrying, Contact other plane, Flesh to Stone (constitution 23 saving throw, 60 ft), Programmed illusion (120 ft range), Plane shift (touch based, charisma 23 saving throw), Teleport
Eight level Spells: one spell slot
Power word stun (160 ft range; the user speaks a word of power. Anyone with less than 150 health who hears this is paralyzed for 24 hours), Animate Dead (1m duration, 10 ft range), Bestow curse (touch based spell, wisdom 23 saving throw, debuff), Charm person (Wisdom 23 saving throw, 30 ft range), remove curse (touch based), Banishment (Charisma 23 saving throw, 60 ft range), Blight (Constitituon 23 saving throw, 30 ft range, 12d8 necrotic damage), Tidal wave (Dexterity 23 saving throw, 120 ft range, 9d8, knocks enemies prone if it hits), vampiric touch (+15 to hit, 8d6 damage, restores health to Basilroyh equal to half the health taken from the enemy by the attack), Witch bolt (+15 to hit, 30 ft range 8D12), Scrying, Contact other plane, Flesh to Stone (constitution 23 saving throw, 60 ft), Programmed illusion (120 ft range), Plane shift (touch based, charisma 23 saving throw), Teleport
Multiattack. Basilroyh can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the Basilroyh's choice that is within 120 feet of her and aware of her 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 Basilroyh’s Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5–6). Basilroyh 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.
Basilroyh 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. Basilroyh regains spent legendary actions at the start of her turn.
Detect. Basilroyh makes a Wisdom (Perception) check.
Tail Attack. Basilroyh makes a tail attack.
Wing Attack (Costs 2 Actions). Basilroyh beats her wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. Basilroyh can then fly up to half her flying speed.
Description
Basilroyh is an ancient blue dragon. Born in centuries past, in a time ancient to even other dragons, Basilroyh was born in the end of the era of the giant and dragon wars that split up the continent those thousands of years ago. She was born in the southern Draconic nation of Tuva-Tan, where all chromatic dragons were forced to reside together, as during the draconic-giant wars, the metallic dragons and the chromatic dragons had forcefully been split apart due to a rift between Tiamat and Bahumut, who had been husband and wife until they became divided on the issue of the war. Bahumut had a more generous and peaceful temperament and wanted to end the war, while Tiamat favored slaying every single giant. The rift opened up into civil war, and the same kind of madness happened up on the giant’s side, with the ordning breaking as the civilized and less civilized giants turned on one another. Not helping was the fact that the mind flayers and various elementals were invading the material plane.
Eventually, the war ended. The dragons separated based on chromatic and metallic dragons, occupying the south of the continent. Chromatic dragons feared that they would become too weak to do anything if they didn’t band together, but hated doing so. Political intrigue was rife within the new nation of Tuva-Tan. Metallic dragons resided in Tuva-Tel peacefully, rebuilding their civilization, while giants, separated by civilized and non-civilized giants, took the north of the continent. Between these four civilizations was the small folk, who had fended off the mind flayers and most elementals, although some elementals remain on the material plane.
Born into this broken world, Basilroyh was the daughter of an ancient blue dragon named Gingilap, who protected her from political intrigue and stole bits of Draconic lore and magic from around the world to give to her. Over time, Basilroyh managed to piece together an understanding of Draconic history from the fragments of information left after the war, and learned to resent the small folk, wanting dragons to reclaim the title of masters of the world. She also wanted to crush the giants once more, viewing them as a threat.
Basilroyh gathered a hoard consisting of lore and knowledge, as well as magical information, and being cunning, she hired small folk to steal information from other dragons when she could get away with it. She amassed a huge hoard over time and became very powerful, but she locked horns with a Red dragon named Smaug, who was allied with a black dragon named Ancalagon. Although the two could barely tolerate one another, they were the first and second most powerful dragons in Tuva-Tan, and did not appreciate competition. They subsequently attacked Basilroyh, who was not powerful enough to combat both at the same time. She fled into the world of the small folk to escape the duo, where she quickly learned a vital lesson.
Although she was individually powerful, she was no match for professional armies, which many of the small folk possessed. She decided to lair in the ruins of the old ones, a huge mass of Draconic ruins right above Tuva-Tan that had been overrun by abberations. She hated it there because it was so dangerous, and did not have the environment blue dragons enjoyed. She bided her time and looked for other lair locations, and eventually laired in what is now Rithran, in the southern desert, where she built a city state from the ground up, enslaving many of the local centaurs and other bestial races. This led to many of them stopping fighting one another, and they created a small nation to oppose her, and her city state and their nation were at conflict many times. She nearly destroyed them once, but an outbreak of undead in the area around her city state led to her abandoning that part of the world, as her city was destroyed while she was away. The bestial races convinced many tribes to join together, and their tiny nation became a massive confederacy, which counterbalanced the undead nation of Rithran. A void invasion from another plane also attacked the Confederacy of Bestial races, and Orcs from the north threatened to invade. The beast races quickly organized, becoming the most powerful nation on the planet. Basilroyh‘s early influence planted the seed for a mighty nation to form.
Basilroyh then returned to her old lair in the Ruins of the Old ones, and explored the ruins further, eventually finding a powerful magical ring which turned her into a genasi when worn, or could turn her back into her Draconic form. She used this to turn into an air genasi and manipulate the genies of the vast sands into having a civil war, which she then interfered in, encouraging many other nations to intervene until the genie nation was too crippled to resist her influence. She turned into a dragon during a crucial battle and surprise attacked many separate armies, which she slaughtered. She then subsequently took the ruins of their capital city as her lair, and used the massive reserves of gold to bribe the Orcs to the north to serve as her bodyguards, and she became officially endorsed by Tiamat as ruler of the vast sands, and this allowed Basilroyh to command any blue dragon who entered the desert. Finally, a deal between Tiamat and a powerful devil lord allows Basilroyh to call upon limited reserves of devil forces for her needs. Basilroyh then had a daughter, who is around two hundred years old now; her name is Calinra Rex.
Her other children include Gonzezigathax an adult female blue dragon, Thalvarolemis an adult female blue dragon, Calinra Rex, young female blue dragon, The Innocent, an adult female red dragon, Ghostteeth, a young male black dragon, The Oracle, a male black dragon wyrmling, Cloudforge, an ancient male brass dragon, and Masterclaw, a male young brass dragon.
Gonzezigathax and Thalvarolemis are both children gifted to Basilroyh by other blue dragons in exchange for a seat in her government; Gonzezigathax is the daughter of a female ancient blue dragon named Githnmaram, who is a general of Basilroyh, whereas Thalvarolemis is the daughter of Pythemius, a male blue dragon who is now the governor of the border cities of the Confederacy of Bestial races. Gonzezigathax is a master diplomat who works with the orcs, whereas Thalvarolemis is a diplomat who works with Tuva-Tan to ensure that all of the evil dragons know who wields the true power. Calinra Rex is Basilroyh’s only true offspring; she had been hatched in the desert and forced to fight her own brothers and sisters among the hatchery to the death until only she remained. She is destined to inherit Basilroyh’s legacy, then Basilroyh plans to go to the elemental plane of earth for several centuries to look for lore there on how to become a Greatwyrm. The Innocent is a daughter from when an insolent red dragon mother and father duo had refused to obey Basilroyh, and so she had killed them and taken their daughter. The daughter was raised to be a warrior, but actually has a sensitive artistic soul. She is usually alone in the mountains except for when needed. Ghostteeth is a young male black dragon who had been enslaved by the humans until Basilroyh intervened. Later, Basilroyh heard of The Oracle, who was a black dragon in another swamp nearby where Ghostteeth was found, and she figured out that they had been in the same egg litter, but Ghostteeth had hatched prematurely. The dragon who had laid them was nowhere to be seen. Then, Cloudforge was a male brass dragon who was enslaved by the genies before Basilroyh had ever arrived in the Vast Sands. She took him on as her first child after she freed him. Finally, Masterclaw is the son of a rival brass dragon. She humiliated this rival by stealing her egg, and she then pressed her into servitude.
Despite all this power, the confederacy of beast races has recovered to full strength, the Orcs have stopped accepting bribes, the undead have taken the area below the desert, and the humans and what remains of the genies, and a deal between the genies and newly liberated hobgoblin empire (humans had been enslaving goblins for centuries) spells the doom for Basilroyh as they all vie for control of the desert, which, due to it’s central location in the desert, is a prime spot to move through for trade, connecting the massive empires and tribal chiefs of the west to the many wealthy small kingdoms of the East.
In a desperate bid to claim legitimacy, Basilroyh has decided to kidnap an elven king (who has Draconic heritage, making him the only humanoid she’d consider marrying her child off to) and marry him off to her daughter, Calinra Rex. When she and a powerful devil accomplice got to Mysaqua kingdom (the nation of Draconic-heritage elves who exist in between the Fey wild and the material realm) however, they found that the king had already been kidnapped by a minor chaos goddess, who had thrown him into her private island where she keeps many different races and small kingdoms as her personal toys. The rulers of these small kingdoms are all viable candidates to be hosting the king, and Basilroyh and her devil helper, Poemi, intend to find him before the adventuring party (the main characters/heroes) find him and save him from their clutches.
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
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1/29/2022 4:24:25 PM
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5/6/2022 8:42:08 PM
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5/12/2022 4:57:06 PM
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