Gargantuan Dragon, Any Alignment
Armor Class 23 (natural armor)
Hit Points 585 (30d20 + 270)
Speed 60 ft., Burrow 60 ft., Fly 120 ft., Swim 60 ft.
STR
30 (+10)
DEX
18 (+4)
CON
29 (+9)
INT
25 (+7)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws CON +18, INT +16, WIS +18, CHA +19
Skills Insight +18, Perception +18, Persuasion +19
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Deafened, Frightened, Paralyzed, Stunned
Senses Truesight 120 ft., Passive Perception 28
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Spiritual Awakening (Recharges after a Short or Long Rest). If Azula is reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Breath Weapon, and she regains any expended uses of Legendary Resistance. Additionally, Azula can now use the options in the “Mythic Actions” section for 1 hour. 

Legendary Resistance (5/Day). If Azula fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Azula makes one Bite attack, one Claw attack, and one Tail attack.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 22 (4d10) cold damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. Azula can have only one creature grappled this way at a time.

Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Breath Weapon (Recharge 5–6). Azula uses one of the following breath weapons:

Healing Winds. The spirit dragon exhales the restoring winds of the spirit realm in a 300-foot cone. Each creature in that area of Azula's choice regains 71 (13d10) hit points, and each creature in that area of Azula's choice that has been dead for no longer than 1 hour is restored to life with all its hit points.

Azula's Breath. Azula exhales freezing blue flames in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Change Shape. Azula magically transforms into any Humanoid or Beast, while retaining her game statistics (other than his size). This transformation ends if Azula is reduced to 0 hit points or if he uses a bonus action to end it.

Legendary Actions

Azula 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. Azula regains spent legendary actions at the start of his turn.

Attack. Azula makes one Claw or Tail attack.

Furious Bite (Costs 2 Actions). Azula makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of Azula until the end of the target’s next turn.

Wing Attack (Costs 2 Actions). Azula beats her wings. Each creature within 15 feet of Azula must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Azula can then fly up to half her flying speed.

Mythic Actions

If Azula's Spiritual Awakening trait has activated in the last hour, she can use the options below as legendary actions.

Iridescent Protection (Costs 2 Actions). Azula manifests a dome of spiritual energy to protect her from incoming attacks; she gains 77 temporary hit points until the start of her next turn.

Pillars of the Spirit World (Costs 3 Actions). Azula conjures four enormous lances of Spiritual Energy that plummet to the ground at four different points she can see within 150 feet of her and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw or take 24 (7d6) force damage. A creature in the area of more than one lance is affected only once.

Foxxip

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