Gargantuan Dragon, Chaotic Evil
Armor Class 26 (natural armor)
Hit Points 1230 (60d20 + 600)
Speed 40 ft., Burrow 40 ft., Fly 120 ft.
STR
30 (+10)
DEX
25 (+7)
CON
30 (+10)
INT
25 (+7)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws DEX +16, CON +19, WIS +17, CHA +19
Skills Arcana +20, Deception +20, History +20, Insight +20, Intimidation +20, Perception +20, Stealth +20
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Prone, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Auran, Celestial, Common, Draconic, Primordial
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.

Quicken Spell. The dragon uses a additional sorcery point of the same or higher level to use quicken spell. (This counts as metamagic)

Rolling Thunder. Through the sheer power of his lightning, when the dragon casts an area of effect spell of the lightning damage type or it's breath attack, on the dragon's next turn, the area that the spell or breath attack was casted in bursts with a cracking thunderclap, dealing thunder damage to half the damage die of the spell or breath attack in that area. (If the damage die is an uneven amount, round up)

Ring of Dijinni summoning. One of the three items the dragon is attuned to, he summons a female Dijinni by the name of Stratus whom is enslaved to the ring. Use the Dijinni stat block however make it's health 200.

Ring of Spell Storing. One of the three items the dragon is attuned to, the ring has 5th level Lightning bolt stored inside.

Astral shard. One of the three items the dragon is attuned to and is the dragon's spell focus, whenever metamagic is used, the dragon may teleport to an unoccupied spot up to 30 feet away from it that it can see.

Dust of sneezing and choking. A one use bag of fine dust, when thrown, each creature within thirty feet of the dragon must make a DC 20 Constitution Saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.

Cloak of Billowing. A cloak of white with a gold trim, it is hooded. As a bonus action, the dragon can make the cloak billow dramatically.

Spellcasting. The dragon is a 40th-level spellcaster. It's spellcasting ability is charisma (Spell save 28, +18 to hit with spell attacks). The dragon has the following spells:

Cantrips: Message, Dancing lights, Mending, Lightning Lure, Friends, Thunderclap, Shocking Grasp, Mage hand

1st level (9 slots): Colour Spray, Magic Missile, Sleep, Witch Bolt, Thunderwave, Shield, Silent Image 

2nd level (9 slots): Alter Self, Enlarge/reduce, Invisibility, Detect thoughts, Shatter, Misty step, see invisibility, Suggestion

3rd level (9 slots): Counterspell, Dispel Magic, Haste, Fear, Intellect fortress, Lightning Bolt, Thunder step

4th level (8 slots): Storm Sphere, Dimension door, Banishment, Polymorph, Confusion

5th level (8 slots): Hold Monster, Seeming, Telekinesis, Dominate person, 

6th level (8 slots): Chain Lightning, Mass suggestion, Scatter, Eyebite

7th level (7 slots): Prismatic Spray, Power word pain, Delayed Lightning Bolt (Same as Delayed Fireball but Lightning)

8th level (7 slots): Power word Stun, Dominate Monster, Earthquake

9th level (6 slots): Time Stop, Wish, Storm Crest (Meteor swarm but with Lightning and thunder instead of fire and bludgeoning)

10th level (2 slots): (For upcasting)

11th level (2 slots): (For upcasting)

12th level (1 slots): (For upcasting)

Actions

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

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (6d8 + 24) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 12) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 18 (4d8 + 24) 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 26 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 120-­foot line that is 15 feet wide. Each creature in that line must make a DC 28 Dexterity saving throw, taking 176 (32d10) lightning damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Quicken Spell. The dragon uses a additional sorcery point of the same or higher level to use quicken spell. Allowing the spell's casting time of a spell to take a bonus action rather than an action. (This counts as metamagic)

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 15 feet of the dragon must succeed on a DC 28 Dexterity saving throw or take 16 (4d8 + 12) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Quickened Spell (Costs 2 Actions). The dragon spends two sorcery points to cast a spell.

Description

Inspired by the Inferno of the Star Mounts. Meant for extremely high powered parties.

CR: 40

A great wyrm of immense size and legacy, Cuvulkonikbuz goes by many names in many places, such as 'scarcer of heaven', 'Storm-Incarnate', 'The Lightning before the Thunder' or what he is most known as is in the material plane, 'The Crown-scourge'. He is a insidious wyrm concerned about legacy more than anything and due to such obsession, he seeks out strong foes for hard fought victories in very public settings for onlookers to craft his legend further. He is a master in all things lightning and thunderous, even focusing his magics to further the strength of his lightning prowess, he further studies and tries to invent new magics relating to lightning and thunder. Additionally, he is very much so theatrical and has a hands on approach to his own matters, The Crown-scourge has little need to have lackeys although he is known for manipulation from time to time. He has an enslaved Dijinni named Stratus who is bound by a magical ring Cuvulkonikbuz wears, the Dijinni was a good natured although Naive woman who got deceived by the blue wyrm, whenever the Crown-scourge wishes to communicate with someone, he either uses a spell or sends the Dijinni to speak while being scried upon.

He is not known to have any off-spring but little is known of such a dragon aside from his violent and theatrical nature.

Appearance. He is a massive dragon whom's size eclipses that even of an ancient dragon, his horn on the head that is usually seen on other blue dragons has been snapped off and his scales and body are covered in scars from countless battles that he has survived and thrived from. The colour of his scales as well isn't the usual vibrant blue colours often seen in his kin, the Crown-scourge has a Indigo blue colour, given him a more subtle and faded look which assists in helping him blend into a cloudy sky.

Personality. His personality is that of self-indulgent Narcissism. He will never fully cull a population or allow for someone to for then there will be no one to sing the tales of his glory. Although he enjoys the praise and fear of the weak masses... he isn't at all easily deceived. However, he actually tends to be the deceiver, beguiling or maybe threatening people to do his bidding. Regardless, when it comes to his fights, the flashier the better, there has been times where he left purposeful and obvious clues or even call-out cards for fights to build anticipation. 

Hoard. A hoard of a Great Wyrm is vast and not bound to a single hoard. Across all his hoards, the total value would be 3 million gold pieces. 1.5 million in coins, 1 million in gems and 500,000 in works of art. There are additionally magic items of all sorts in his hoard however the most notable item in one of his hoards is a legendary item called the Blue Dragon Mask (Source is from Tyranny of Dragons). Additionally, he has a 'healing hoard' as he calls it where he has a ring of regeneration and periapt of wound closure as well as being stocked with all manner of healing potions. The Dijinni Stratus knows where each hoard location is as she has been to all of them.

Lair and Lair Actions

The Crown-scourge resides within the Northlander and Moonshae Isles of Faerun, his hunting grounds being Korinn Archipelago, The Whale bones, Ruathym, Alaron, Norland, Moray, Snowdown and Gwynneth. He has numerous hoards throughout this area and some outside these islands on mainland Faerun, however, his main hoard resides in the furthest south island of Ruathym.

Thunderstorms rage around the legendary blue dragon’s lair, and narrow tunnels are carved whole throughout the area, leading to dead ends, pits and easily collapsible tunnels which can crush, restrain or suffocate nosy adventurers.

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 18 Dexterity saving throw or take 13 (4d6) 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 12 Strength check, ending the buried state on a success.
  • A cloud of sand swirls about in a 30-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 18 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 18 Dexterity saving throw or take 13 (4d6) lightning damage. 
  • The ground tremors and ruptures with a thunderous blast of a 20-foot-radius sphere that the dragon can see within 120 feet of it. Each creature in that sphere must succeed on a DC 18 Dexterity saving throw or take 13 (4d6) thunder damage and be knocked prone. 

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 60 feet, and has an Intelligence and Charisma of 1 (−5).
  • Surges of potent magic emanates in the general area, almost suffocating and heavy with dread for those who notice it, when an arcana check is performed by a magic caster in the area, they must make a DC 20 Constitution saving throw or they vomit. If they used detect magic in the area, they must make a DC 20 check with their spell modifier, if they succeed, the spell performs as normal, if they fail, the spell ends and the caster vomits.
  • These harsh conditions has made the area devoid of civilised life and very few animals are present.

If the dragon dies, the dust devils disappear immediately, and the thunderstorms and residue magic abate within 1d20 days. if the roll is 20, the thunderstorms and residue magic stay perpetually instead.

Habitat: CoastalDesert

BardsOfTiefling

Comments

Posts Quoted:
Reply
Clear All Quotes