Huge Undead, Neutral Evil
Armor Class 18 Natural
Hit Points 275 (25d12 + 125)
Speed 30 ft., Fly 90 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws CON +10, WIS +8, CHA +11
Skills Deception +11, Perception +8, Persuasion +11
Damage Vulnerabilities Bludgeoning
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 30ft, Darkvision 120ft, Passive Perception 18
Languages Abyssal, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Spellcasting: The Valdryth is an 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Valdryth has the following spells prepared: Cantrips: (at will): Blade Ward, Chill Touch, Ray of Frost, Minor Illusion, Poison Spray. 1st Level: (4 slots): Fog Cloud, False Life, Thunder Wave, Witch Bolt. 2nd Level: (3 Slots): Scorching Ray, Hold Person, Invisibility, Darkness. 3rd Level: (3 Slots): Animate Death, Fireball, Counterspell. 4th Level: (3 Slots): Wall of Fire, Greater Invisibility,  Phantasmal Killer. 5th Level: (2 Slots): Cloud Kill, Wall of Force.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

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 17 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 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.5

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 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Valdryth was a blue dragon who had signed a contract with the Tharizdun voluntarily tied its soul to a the abyss freeing itself from death. A type of lich Valdryth had retained all the powers and abilities of the former body. That meant a draconic had the supernatural fear aura, spells, and breath weapon it had in life, plus the terrible might of the undead. In life he had been the right hand of the high priest of the cult of the religion of Gald but soon outgrew the power of his master.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/22/2022 5:01:35 PM
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Habitat: Mountain

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