Huge Aberration, Lawful Evil
Armor Class 18 Natural armour
Hit Points 250 (20d12 + 120)
Speed 40 ft., fly 80 ft., swim 50 ft., burrow 30 ft.
STR
25 (+7)
DEX
12 (+1)
CON
23 (+6)
INT
26 (+8)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws STR +13, DEX +7, CON +12, INT +14
Damage Immunities Lightning
Senses Truesight 120ft, Passive Perception 22
Languages All, Telepathy 120ft
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Actions

Multiattack. The dragon can use its frightful presence. It can then make three attacks: one with its bite and two with its claws. Alternatively, it can make four tentacle attacks. 

Bite. Melee Weapon Attack: +12 to hit, reach  10 ft., 1 target. Hit: 20 (3d8 + 7) piercing damage + 5 (1d10) lighting damage.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 16 (2d8 + 7) slashing damage.

Tentacle. Melee weapon attack: +12 to hit, reach 15 ft., 1 target. Hit: 16 (2d8 +7) bludgeoning damage.

Frightful presence. Each creature the aberration chooses that is within 120 ft. of it must make a DC 17 wis saving throw or become frightened of it for one minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. When a creature succeeds, it is immune to the effect for 24 hours.

Lighting breath (recharge 5-6). The dragon breathes lightning in a 90ft. line that is 5 feet wide. Each creature in that line must make a DC 19 dex save, taking 77 (14 d10) lightning damage on a failed save and have as much damage on a successful one.

Tentacle lightning (recharge 5-6). Ranged weapon attack: +6 to hit, range 90ft., two targets. Hit: 16 (3d10) lighting, necrotic, and radiant damage.

Legendary Actions

The aberration can take 3 legendary actions, choosing from the options below.

Detect. The dragon makes a perception check.

Tentacle attack. The aberration makes a tentacle attack.

Wing attack (Costs 2 Actions). The aberration beats its wings. Each creature within 10 ft of the aberration must succeed on a DC 20 dex save or fall prone and take 14 (2d6 +7) bludgeoning damage. The aberration can then fly up to 40 ft.

Lair and Lair Actions

Abhorrent blue dragons generally make their lair in places in or near a desert, but that is also touched by abhorrent energy from the far realm.

Lair Actions

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

  • A mind flayer emerges from the ground under the dragon's control (1/day)
  • A tentacle erupts from the ground, dealing 1d6 bludgeoning and 1d10 acid damage.

Regional Effects

The region containing a legendary Abhorrent Blue Dragon’s lair is charged with abhorrent energy, which creates one or more of the following effects:

  • There are pit traps every few hundred metres, and a creature takes acid damage instead of bludgeoning damage.
  • The aberration knows everything that occurs within 1 mile of its lair.

If the aberration dies, these effects fade over the course of 1d10 days.

PogGamersAxolotl

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