Gargantuan Dragon (Chromatic), Lawful Evil
Armor Class 20 Natural Armor
Hit Points 481 (26d20 + 208)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
20 (+5)
CON
27 (+8)
INT
25 (+7)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws CON +15, INT +14, CHA +15
Skills Deception +15, Intimidation +22, Perception +13
Damage Resistances Force
Damage Immunities Psychic
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 26
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If Azkatheratix fails a saving throw, she can choose to succeed instead.

Mistress of Metals. Azkatheratix can sense any metallic objects within 120 feet of her, detecting their size, shape, and nature. Creatures that are wearing metal armor or are using metal weapons automatically fail any Stealth Checks against her.

Magnetic Aura. Azkatheratix's magnetic nature grants her a +2 to her AC when attacked with any metal weapons.

Dominating Mind. Azkatheratix can cast Dominate Person three times per day as a Free Action. In addition, she has Advantage on Saving Throws against being Charmed, Frightened, or put to Sleep. Any failed attempts to read her mind will cause 2d10 Psychic Damage.

Actions

Multiattack. Azkatheratix can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws. She can substitute her claw attacks with a tail attack or a use of Spellcasting.

Bite. Melee Attack Roll: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) Piercing damage plus 9 (2d8) Thunder damage.

Claw. Melee Attack Roll: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail Attack. Melee Attack Roll: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) Bludgeoning damage.

Frightful Presence. Each creature of Azkatheratix's choice that is within 120 feet of her and aware of her must succeed on a DC 19 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 Azkatheratix's Frightful Presence for the next 24 hours.

Breath Weapon (recharge 4-6). Azkatheratix can make either a Magneto Breath attack or a Synaptic Force Attack.

Magneto Breath. Azkatheratix emits a beam of pure magnetic force in a 90-foot line 10 feet across. All creatures caught within the beam must make a DC 22 Strength Saving Throw. Creatures wearing metal armor make this roll with Disadvantage. On a failed save, they are sent flying back to the end of the beam's path, taking 1d8 Force Damage for every 5 feet traveled, and are knocked prone. On a successful save, they are pushed back half the distance, are not knocked prone, suffer only half the damage. On a success or a fail, if they are wearing any metal armor, they become Magnetized until the end of Azkatheratix's next turn.
While a creature is Magnetized, a creature's movement speed is reduced by half, and they have Disadvantage on all Strength and Dexterity Checks and Saving Throws. Attack Rolls made against them with metal weapons have Advantage, and any metal projectiles are guaranteed to hit. 
Synaptic Force. Azkatheratix concentrates her magnetic breath into a beam 60 feet long and 5 feet wide. Any creatures caught within the beam must make a DC 22 Constitution Saving Throw. On a failed save, they take 10d8 Psychic Damage and are Stunned. On a successful save, they take half damage and are not Stunned. Magnetized creatures make this Saving Throw with Disadvantage. A creature may repeat this saving throw at the end of their next turn.
Spellcasting. Azkatheratix is a natural spellcaster, and can cast the following spells, requiring no Material components and using Charisma as her spellcasting ability (spell save DC 23, +15 to hit):
Bonus Actions

Dominate the Weak. Azkatheratix can command up to 5 allied creatures to attack. On their next turn, the affected creatures have Advantage on all Attack Rolls and Saving Throws. If she has used Dominate the Weak on a creature her previous turn, she must wait until the end of its next turn to do so again.

Fear Is Power. Azkatheratix can assert her will against a creature that is Frightened of her. An affected creature must make a DC 20 Wisdom Saving Throw at Disadvantage. If they fail, they must comply with her command at the start of their next turn, so long as the command does not involve harming themselves or their allies. If they succeed, they become immune to Fear Is Power for the next 24 hours.

Reactions

Impelling Gaze. When another creature attempts an attack, Azkatheratix affixes them with a jolting stare. The creature must make a DC18 Wisdom Check. If they fail, they take 2d8 Psychic Damage and are Stunned until the start of their next turn. If they succeed, they become immune to Impelling Gaze for the next 24 hours.

Magnetic Field. Azkatheratix concentrates her natural magnetic field, reducing an incoming Attack Roll by 5. If the incoming Attack is being made with a metal projectile, the Attack automatically fails.

Legendary Actions

Azkatheratix 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. Azkatheratix regains spent legendary actions at the start of her turn.

Magneto Repulse. Azkatheratix creates a burst of magnetic energy in a space 10 feet across within 60 feet. All creatures within that space must make a DC 20 Dexterity Saving Throw. On a failed save, they are thrown back 15 feet, taking 2d6 Force Damage. On a successful save, they are unaffected. Creatures wearing metal armor make this save at Disadvantage, and Magnetized creatures will fail automatically. Azkatheratix cannot take this action again until the start of her next turn.

Magneto Pull. Azkatheratix exerts her magnetic force in an area within 30 feet of her. All creatures must make a DC 20 Strength Saving Throw. On a failed save, any metal weapons are pulled from their hands, and if they are wearing metal armor they are pulled forward ten feet. Any loose metal objects are also pulled forward, with small objects being pulled up to 20 feet, medium up to 10, and large up to 5. Magnetized creatures will automatically fail this save. Azkatheratix cannot take this action again until the start of her next turn.

Wave Maker. Azkatheratix uses Spellcasting to cast Pulse Wave. She cannot take this action again until the start of her next turn.

Tail Attack. Azkatheratix makes a tail attack.

Wing Attack. Azkatheratix beats her wings. Each creature within 15 feet of her must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Azkatheratix can then fly up to half her flying speed.

Description

"Are you really here to challenge me? Ignorant fools. Do you not know the way of the world, the most basic and banal of all laws of nature and existence itself? The strong prey upon the weak, and it is the greatest purpose of lesser beings to serve those who are greater. Look upon me, little worms. Gaze upon my magnificence, upon the terrible strength and superiority of my mind. Do you think yourselves fit to challenge me? Yet I am not without some kindness... Lay down your arms and swear yourselves to my servitude and worship, and I may yet let you live as my slaves. Take heart, for such a fate is an honor for those as pitiful as you."

"Ingrates! Wastrels! Heretics! How dare you raise a hand to me?! You would strike me and mar my beautiful form?! I offered you mercy, and you repay me in spite and violence! Now you shall know the wrath of the Cobalt Devastation! Your weapons will be as chaff before a mountain! I will relish the despair upon your faces when your precious swords and arrows prove futile, as I warp the very matter to my will!"

"You think power is merely about the strength in one's own being, the might of their muscle, the brawn of their blood? How utterly primitive unenlightened. The greatest of rulers do not command with sheer force of hand, but through cunning. Through the strength of mind and will to dominate the masses beneath them. To break a boulder with one's fist, that is not power. To crush a man beneath one's foot, that is not power. To command the hearts and minds of an army, to enthrall and enslave souls to your will so that they will die at your behest, THAT is power. And now, before you die, I will show you just what that sort of power can achieve!"

 

A Cobalt Dragon Queen, also known as the Metal-Bending Devil and the Cobalt Devastation. Yet another Ferrous who abandoned her long-standing principles of hatred for Chromatics in favor of following the lure of Tessyldraphelle’s plot, she was drawn by the promise of a world of weaklings to pursue and command. Like most Cobalt Dragons, she possesses an innate, almost instinctual desire for domination and control of others, and her superiority complex often gets in the way when working with other members of Tessyldraphelle’s circle. Many of the others see her as a narcissistic nuisance, but her skills in trap-setting, plotting, and the management of lesser beings proves valuable enough to tolerate her constant efforts to assert greater authority than her due. Tessyldraphelle and Vulkatirrenos are the only two whom she does not even attempt to assert herself against, having learned the hard way that the Crimson Calamity answers to no-one, and her mate bends only to her will. The pronounced scar that runs down the bridge of her snout is a memento of the one and only time she attempted such folly. Still, deep down, she harbors nothing but resentment for the power and command that the Red Queen holds over her, and is always plotting and scheming for ways to potentially undermine her.

Crafty and conniving, as well as brutal and arrogant, Azkatheratix is a formidable foe, and her skills as both a combatant and tactician were what drew Tessyldraphelle's attention. A master of traps and snares, she is adept at using the environment to her advantage, and much of her draconic sorcery revolves around creating various constructs to slow or restrain targets, leaving them easy prey. Her unique magnetic breath allows her to wreak havoc on foes, turning anything metal into a weakness, and she has invented some rather creative uses for it. These subversive and debilitating techniques are used in tandem with savage attacks, taking advantage of the weaknesses and vulnerabilities she engineers.  Due to her need for subordinates to command, she is always accompanied by a retinue of minions, and while she shows little regard for their safety, she is quite adept at commanding them with militaristic precision and skill.

filiuswriter

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