Gargantuan Celestial (Half-Dragon), Chaotic Evil
Armor Class 25 (natural armor)
Hit Points 2299 (99d20)
Speed 40 ft., Burrow 40 ft., Fly 133 ft., Swim 40 ft.
STR
30 (+10)
DEX
30 (+10)
CON
26 (+8)
INT
20 (+5)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +19, DEX +19, CON +17, INT +14, WIS +11, CHA +13
Skills Perception +13, Stealth +6
Damage Immunities Psychic
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Fusion of the Heir of Destruction and the Best Man: This Character Takes 2 Initiative Turns, One during Each Of the Fusion Material's Turn. Once Per Turn, If This Dragon is Targeted By a Passive Ability of another Creature, once Per Turn Rotation, You may choose to Ignore it.

Death’s Presence
: any creature in a 190ft radius develops a weakness to This Creature's Attacks. This a constant effect creatures are effected as soon as they enter the radius and lost the weakness when they are out of range. Additionally, anything killed by this Creature cannot be revived by any means.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks:

Gamma Blast +12 to hit. +12d50 damage (Beam damage so yeah basically raw damage)
Gamma Burst Flash Uses 3 attacks: +15 to hit. Deals 33d50. has a 50% Chance to crit (Roll a 10 or higher on the attack roll) If this attack is Used after you have been in the "Blue Eyes Oblivion Dragon For at least 2 turns.

Wrath of Hræsvelgr: 40ft Range and 50ft in front. Any creatures hit must make a DC 23 Dex saving throw. Pass: Ignore this Attack. Fail: Thrown into the air and is dealt 27d18 Necrotic Piercing Damage And are automatically Hit with this Creature's Next Attack.


Wings of Ruin: Grapple Check. The grappled individual can roll a DC 23 strength check to escape on their turn. Deals 18% of their Max HP With each Turn in the Grapple.


Roar of Death: Radius: 90ft. 18d9 Thunder +18d9 Necrotic Damage. You can Choose to exclude allies from this attack, But Reduce the DC Save's Effects by 1 turn. All creatures hit Roll a DC 23 con save. Pass: Deafened for 1 Turn. Fail: Deafened & Disadvantage on Damage rolls for 3 turns.

 

Bonus Actions

Wing Attack . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15d33 Bludgeoning Damage. The dragon can then fly up to half its flying speed.

Reactions

Beam Struggle: As a reaction you can sacrifice 1 attack per action for your next attacking turn to counter an oncoming attack, Roll a contesting Strength, Dex, and con Saves, if you win 2 out of the 3, Their Attack does nothing and you deal 12d50 Damage to that enemy


Annihilation Shot: Any time a creature within 30ft of you uses an action you can See, make an opportunity attack- 27d9 Necrotic. x2 vs this Creature. Once Per Initiative Cycle.

 

 

 

 

Legendary Actions

 

 

Mythic Actions

Oblivion Wing: Creature consume 18 more souls (Must either have them on hand, Or obtain during battle) 30 foot wide beam of red and black pure antimatter. This attack deal 9D999 damage. Any Creature Defeated with this Attack are Destroyed. (Gods Cannot be Destroyed) Oblivion Form Ends, And you receive 9% of the Damage dealt as temp HP, gain 3 levels of exhaustion and cannot transform for nine days.

Lair and Lair Actions

A White Dragon’s Lair

White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.

A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.

A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.

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:

  • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

Regional Effects

The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
  • Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
    If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

Jmasterguy

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