Gargantuan Dragon, Lawful Evil
Armor Class 25 (natural armor)
Hit Points 688 (33d20 + 342)
Speed 40 ft., Burrow 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
20 (+5)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +9, CON +18, INT +14, WIS +13, CHA +15
Skills Arcana +12, Perception +21, Stealth +9
Damage Resistances Acid, Cold, Fire, Force, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic, Telepathy 400 ft. Understands Umbral, Infernal, Celestial, Abyssal, True Arkanisk, and Primordial but can't speak them
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Colossal. The dragon is considered Colossal sized (on grid: 60 ft. by 60 ft. or larger). This means that its hit dice are d20 + 5 [Example: 2d20 + (5 x CON modifier) + (2 x CON modifier)].

Extreme Challenge. Upon being defeated, the dragon-lich gives an amount of XP equal to a CR 33 creature (265,000 XP) instead of the normal 155,000 XP from a CR 30 creature.

Turn Resistance Aura. The dragon-lich and all Undead within 15 feet of it have advantage on saving throws against any effect that turns undead.

Rejuvenation. If it has a phylactery, a destroyed dragon-lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Hideous Telepathy. When the dragon-lich talks to a creature using its telepathy for the first time, the creature must succeed on a DC 17 Constitution saving throw or take 2 (1d4) psychic or necrotic damage (dragon-lich's choice) and have disadvantage on all saving throws, ability checks and attack rolls until the end of the next round. A creature that succeeds on the saving throw once is immune to the dragon-lich's Hideous Telepathy for 1 hour.

Regeneration. The dragon-lich regains 25 hit points at the start of each of its turns if it has lost any amount of hit points.

Semi-Immortal Nature. The dragon-lich dosen't require food, air, or drink and it has advantage on saving throws against spells with the (chronomancy) tag.

Draconic Nature. The Dragon-Lich is considered to be both an Undead and a Dragon rather than just an Undead when being affected by spells or other sources.

Necromancy Proficiency. Whenever the dragon-lich casts a Necromancy spell, it can choose to cast the spell at the same level it normally is but using a spell slot of up to two levels lower (except cantrip level). For example, if the dragon-lich wanted to cast animate dead, it could expend a spell slot of 2nd or 1st level instead of 3rd level to cast the spell at the same power it normally is.

Lifeforce Spells. Whenever the dragon-lich casts a spell that deals necrotic damage or the damage type dealt by its breath weapon, it can choose to sacrifice an amount of hit points in order to increase the amount of damage dealt by the spell by half the amount of hit points sacrificed. Additionally, if the dragon-lich has no spell slots remaining of a certain level, it can choose to sacrifice an amount of hit points equal to the level of the spell slot to instantely regain 1 spell slot of that level as a bonus action.

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: +19 to hit, reach 20 ft., one target. Hit: 25 (4d6 + 11) piercing damage + 15 (6d4) lightning damage + 3 (1d6) necrotic damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 22 (2d10 + 11) slashing damage + 1 lightning damage + 13 (2d12) cold damage and the target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on a success.

Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 24 (2d12 + 11) bludgeoning damage + 3 (1d6) necrotic or cold damage (dragon-lich's choice).

Horn. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 20 (2d8 + 11) piercing damage + 13 (2d12) lightning damage + 5 (1d10) necrotic 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 23 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 125-­-foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 110 (20d10) lightning damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 22, +16 to hit with spell attacks). The dragon can innately cast the following spells, requiring only verbal components:

At Will: thaumaturgy, lightning lure, magic missile, create or destroy water, shield

2/day each: major image, thunder step, slow, arcane eye, wall of sand, telekinesis, project image, teleport, forcecage

5/day: chain lightning, programmed illusion, control weather, project image, etherealness

3/day: antimagic field, demiplane

Spellcasting. The dragon-lich's spellcasting ability is Intelligence (spell save DC 26, +20 to hit with spell attacks). The dragon-lich has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost, shape water

1st level (5 slots): detect magic, magic missile, shield, thunderwave, unseen servant, bolster undead

2nd level (4 slots): acid arrow, detect thoughts, invisibility, mirror image, enthrall

3rd level (4 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door, spirit of death

5th level (3 slots): cloudkill, scrying, seeming

6th level (2 slots): disintegrate, globe of invulnerability, mass suggestion

7th level (2 slots): finger of death, plane shift

8th level (2 slots): dominate monster, power word stun

9th level (1 slot): power word kill

10th level (1 slot): doom

11th level (1 slot): bloodmoon

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.

Swift Attack. The dragon makes a tail or claw attack.

Powered Spell. The dragon-lich casts a cantrip, 1st, or 2nd level spell. The dragon-lich can choose to expend a spell slot or not when casting the spell.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage + 1 force damage + 3 (1d6) necrotic damage and be knocked prone. The dragon can then fly up to half its flying speed.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 30 feet of the dragon-lich must make a DC 19 Constitution saving throw against this magic, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one.

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 17 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 11 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 17 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 16 Dexterity saving throw or take 11 (2d10) 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 10 miles of the lair.
  • Dust devils scour the land within 10 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 16 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.

Habitat: CoastalDesert

Dragonekillax2

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