Armor Class 26 (natural armor)
Hit Points 1300 (50d20 + 775)
Speed 50 ft., Burrow 40 ft., Fly 120 ft.
STR
30 (+10)
DEX
16 (+3)
CON
30 (+10)
INT
26 (+8)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws STR +19, DEX +12, CON +19, INT +17, WIS +13, CHA +15
Skills Athletics +26, Perception +20, Stealth +19
Damage Resistances Acid, Fire, Poison; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 30ft., Passive Perception 27
Languages Abyssal, Common, Deep Speech, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Chromatic Awakening (Recharges after a Short or Long Rest). If Vor'Tukkar would be reduced to 0 hit points, its current hit point total instead resets to 900 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, Vor'Tukkar can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating Vor'Tukkar after its Chromatic Awakening activates.

Legendary Resistance (7/Day). If Vor'Tukkar fails a saving throw, it can choose to succeed instead.

Magic Weapons. Vor'Tukkar's weapon attacks are imbued with a power approaching divinity, making them magical. Vor'Tukkar's weapon attacks ignore resistance to slashing, piercing, and bludgeoning damage. 

Siege Monster. The dragon deals double damage to objects and structures.

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. Characters who are not resistant to lightning damage are treated as if they were vulnerable to it.

Unusual Nature. Vor'Tukkar does not need to eat or sleep. 

The Stormlord. Immediately after Vor'Tukkar speaks, thunder can be heard up to a mile away. 1 minute after Vor'Tukkar speaks, the sky darkens and a storm begins. The resulting storm lasts 24 hours, and during the storm, Vor'Tukkar can cast the following spells as a bonus action. The Dragon chooses a spell off of the list below. Each spell can only be cast one-time before another spell of the list. Once all the spells have been cast, the Dragon can cast any of the spells again. Vor'Tukkar has a +16 to hit with spell attacks, and save DC of 24.

  1. Call Lightning (6th Level)
  2. Control Winds (6th Level) 
  3. Chain Lightning (6th Level)
  4. Thunder Step (6rd Level)
  5. Steel Wind Strike (6th Level)
  6. Investiture of Wind (6th Level)
  7. Lightning Bolt (6th Level) 
  8. Whirlwind (7th Level)
Actions

Multiattack. Vor'Tukkar can use its Draconic Might. It then makes four attacks: one with its bite, two with its claws, and one with its tail.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 29) and is restrained until this grapple ends. Vor'Tukkar can have only one creature grappled this way at a time.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Draconic Might. Each creature of Vor'Tukkar's choice that is within 120 feet of the Vor'Tukkar and aware of it must succeed on a DC 24 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 Vor'Tukkar's Draconic Might for the next 24 hours.

Breath Weapon (Recharge 5–6). Vor'Tukkar exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) lightning, force, or necrotic damage. On a successful save, the creature takes half as much damage.

Thunderous Roar (Recharge 6). Vor'Tukkar lets loose a roar that is audible up to 600 feet away. Every creature in a sphere with a radius of 80-feet centered on Vor'Tukkar must make a DC 26 Constitution Saving throw, taking 54 (12d8) thunder damage and being knocked prone on a failed save, or half as much damage and remains standing on a successful one. Every creature within 50 feet regardless of their save is deafened until the end of Vor'Tukkar's next turn. 

Bonus Actions

Immediately after Vor'Tukkar speaks, thunder can be heard up to a mile away. Within 1 minute of Vor'Tukkar speaking, the sky darkens and a storm begins. The resulting storm lasts 24 hours, and during the storm, Vor'Tukkar can cast the following spells as a bonus action. The Dragon rolls 1d8, and chooses a spell off of the list below. Each spell can only be cast one-time before another spell of the list. Once all the spells have been cast, the Dragon can cast any of the spells again. Vor'Tukkar has a +12 to hit with spell attacks, and save DC of 22

  1. Call Lightning (6th Level)
  2. Control Winds (6th Level) 
  3. Chain Lightning (6th Level)
  4. Thunder Step (6rd Level)
  5. Steel Wind Strike (6th Level)
  6. Investiture of Wind (6th Level)
  7. Lightning Bolt (6th Level) 
  8. Whirlwind (7th Level)
Reactions

Vicious Beast. If Vor'Tukkar strikes a creature with an opportunity attack, the creature's movement is reduced to 0 until the start of their next turn, and Vor'Tukkar can make an additional claw attack on them. 

Legendary Actions

Vor'Tukkar 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. Vor'Tukkar 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 38 (5d10 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

Chromatic Awakening (Recharges after a Short or Long Rest). If Vor'Tukkar would be reduced to 0 hit points, its current hit point total instead resets to 900 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Vor'Tukkar, in this state, becomes immune to spells of 4th level or lower and now heal an amount equal to, if they take lightning damage, the damage taken.  Additionally, Vor'Tukkar can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating Vor'Tukkar after its Chromatic Awakening activates. 

If Vor'Tukkar's Chromatic Awakening trait is active, Vor'Tukkar gains the following Legendary actions in addition to the normal Legendary Actions it has.

Thunderous Wrath. Vor'Tukkar picks a creature it can see within 90 feet. The creature must succeed on a DC 24 Constitution saving throw or take 18 (4d8) Thunder damage and become stunned until the end of Vor'Tukkar's next turn. 

Static Cling (Costs 3 actions). Vor'Tukkar unleashes the power that lays dormant beneath it's scales. A veritable storm of electricity and magic rips forth, connecting to any and every point it can reach. Every creature within 90 ft. of Vor'Tukkar must make a DC 24 Constitution Saving Throw. On a failure, the creature takes 20 points of lightning damage and is paralyzed for 1 minute. On a success, the creature is unaffected. 

Description

The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat’s mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.

Often a chromatic greatwyrm’s ascension involves fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.

In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.

Lair and Lair Actions

Vor'Tukkar has claimed the greatest peak in the Drakis Mountains as the seat of its power. Having carved the peak into a crystal cauldron fit for a citadel, he rules over his domain with a ferocity few other Dragons could ever hope to match. It's home is open to the sky that Vor'Tukkar claims for itself. 

Thunderstorms rage around Vor'Tukkar’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), Vor'Tukkar takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Hail pounds above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 18 Dexterity saving throw or take 10 (3d6) bludgeoning damage, 10 (3d6) cold damage, and be knocked prone. While prone, Vor'Tukkar gets advantage on all attacks against the creature. 
  • A swirl of lighting and dust appears in a 20-foot-radius cylinder centered on a point the dragon can see within 300 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 18 Constitution saving throw or take 10 (3d6) lightning damage and be paralyzed 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.
  • Within a 120 feet of Vor'Tukkar that it can see, two air elementals appear under Vor'Tukkar's control. These air elementals will last until they are killed or Vor'Tukkar dismisses them. 

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 15 miles of the lair.
  • Stormborn scour the land within 10 miles of the lair.
  • 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 Vor'Tukkar dies, the Stormborn disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2022 4:53:25 PM
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Habitat: CoastalDesertMountain

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