Medium Dragon (Human), Neutral
Armor Class 24 (natural armor)
Hit Points 180 (26d20)
Speed 40 ft.
STR
18 (+4)
DEX
28 (+9)
CON
18 (+4)
INT
28 (+9)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws CON +13, INT +18, WIS +12, CHA +14
Skills Arcana +19, Deception +16, History +19, Insight +14, Intimidation +16, Investigation +19, Perception +17, Persuasion +16
Damage Resistances All
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Metamagic (20 points):

  • Metamagic - Heightened Spell (Special): When you cast a spell that forces a creature to make a saving throw, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Metamagic - Twinned Spell (Special): You can spend sorcery points equal to a spell’s level (1 for a cantrip) to target a second creature in range with the same spell, as long as the spell at the level it’s being cast is incapable of targeting more than one creature.

Spellcasting:
The Vercingetorix is a 20-level spellcaster (sorcerer). Its spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). The Vercingetorix has the following wizard spells prepared:

  • Cantrips (at will): acid splash, mage hand, mind sliver, prestidigitation
  • 1st level (4 slots): absorb elements, fog cloud, hail projectile, mage armor, magic missile, shield, tenser's floating disk, unseen servant
  • 2nd level (3 slots): compelling propulsion, darkness, protection from poison, web
  • 3rd level (3 slots): counterspell, dispel magic, remove curse, thunder step
  • 4th level (3 slots): arcane redirection, banishment, dimension door, evard’s black tentacles
  • 5th level (3 slots): animate objects, creation, redirect spell, steel wind strike
  • 6th level (2 slots): contingency, disintegrate, globe of invulnerability, scatter
  • 7th level (2 slots): forcecage, plane shift, Vercingetorix' shield, reverse gravity, teleport
  • 8th level (1 slot): antimagic field, dominate monster, maze, sunburst
  • 9th level (1 slot): gate, meteor swarm

Spell Mastery: You can cast the following spells without expending a spell slot: shield, misty step, counterspell, dispel magic, shapechange, lightning bolt (including at higher levels).

War Caster: You have advantage on Concentration checks.

Thunderstep: You may spend an action to teleport away up to 120 ft. This does not provoke attacks of opportunity. Upon disappearing and reappearing, lightning strikes you, and creatures within 10 feet that can see you must make a DC 20 constitution saving throw. On a failure, the creature takes 2d8 thunder damage, is knocked back 10 feet from where you are/were standing, and is blinded for one round. On a successful save they take half damage, are not pushed, and are not blinded.

Thunderous Evasion: When you are targeted by an attack and that attack fails, you may use a reaction to teleport away up to 120 ft. This does not provoke attacks of opportunity. Upon disappearing and reappearing, lightning strikes you, and creatures within 10 feet that can see you must make a DC 20 constitution saving throw. On a failure, the creature takes 2d8 thunder damage, is knocked back 10 feet from where you are/were standing, and is blinded for one round. On a successful save they take half damage, are not pushed, and are not blinded.

Storm Lord: You can cause a storm to rage around you. You may use a legendary action to strike a target with lightning, forcing them to make a DC 20 dexterity saving throw. They take 6d10 lightning damage on a failed save and are blinded for one round and are knocked prone. On a successful save, targets take half damage, are not blinded, and are not knocked prone.

Lightning-Blessed Demigod: When lightning damage would be dealt to you, you take no damage and instead regain hit points equal to the amount of lightning damage prevented. Afterwards, your next successful attack deals an extra 2d8 lightning damage.

Lightning-Fast Thinking: You may take another action per turn. This action can only be used to cast a spell.

Lightning Reflexes: You gain another reaction per round.

Lightning Lance: You may spend an action to use this ability. A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Duelist's Parry: When you would be hit by an attack from a weapon, if you have your weapon readied, you may roll 1d8 and add the result to your AC for that attack only.
 
Dark Lightning: Creatures with resistance to lightning damage do not have resistance to lightning damage from Vercingetorix, and creatures with Immunity to lightning damage do not have immunity to lightning damage but do have resistance to lightning damage from Vercingetorix.
 
Amulet of Samarkand: Your aura adapts to that of the shape you assume when using shapechange. You gain resistance to all damage. You gain 1 Magic Charge when hit with a magical attack, and you gain one Divine Charge when hit
with an attack or effect from a divine artifact. You may spend Magic Charges to do the following:
  • Cast a spell: You spend Magic Charges equal to the spells level and may cast it without using a spell slot.
  • Add Damage: Upon hitting an enemy with an attack, you may spend Magic Charges to add an extra 1d8 damage equal to the number of charges spent.
  • Dampen Attack: When you are targeted by an attack, you may spend Magic Charges to subtract from the attack role, subtracting 1 from the role for each magic charge used.
  • Enhance Your Skills (5): You may spend 5 Magic Charges to gain Advantage on any role. 

Circlet of Speed: You may cast Haste on yourself at will.

Doom of the Skies: Once per long rest, you make a melee attack against one target. On a hit, you carry the creature into the skies as you become a bolt of lightning, dealing 12d10 lightning damage, then slam them back down, dealing an additional 10d6 blugeoning damage. If you used your Storm Lord ability in this combat, you deal an additional 6d10 lightning damage while in the sky. Upon landing, the target is prone and stunned. 

Throne World: When you would die outside of your Throne World, you are instead instantly transported to your Throne World and are at 1 hit point.

Actions

 

 

Rapier Quickstrikes: You make three attacks with your rapier: +20 to hit, on hit: 1d8 + 9 piercing damage + 2d8 lightning damage.

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.

Thunderstep: The dragon uses its thunderstep ability.

Weapon Attack: The dragon makes an attack with a weapon.

Thunderstorm: The dragon uses its storm lord ability.

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 15 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 10 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 15 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 15 Dexterity saving throw or take 10 (3d6) 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 6 miles of the lair.
  • Dust devils scour the land within 6 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 15 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: MountainUrban

TheSettinSun

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