Huge Dragon, Neutral Good
Armor Class 20 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
22 (+6)
DEX
15 (+2)
CON
23 (+6)
INT
20 (+5)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws DEX +8, CON +12, INT +11, WIS +10, CHA +12
Skills Arcana +11, History +11, Insight +10, Perception +16, Persuasion +12, Stealth +8
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Celestial, Common, Deep Speech, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Amphibious. Blykthor can breathe air and water.

Legendary Resistance (3/Day). If Blykthor fails a saving throw, he can choose to succeed instead.

Magic Resistance. Blykthor has advantage on saving throws against spells and other magical effects.

Spellcasting. Blykthor is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He can cast detect magic and dragon's breath at will and has the following wizard spells prepared:

Cantrips (at will): dancing lights, fire bolt, friends, mage hand, prestidigitation, shocking grasp

1st level (4 slots): disguise self, identify, magic missile, shield

2nd level (3 slots): detect thoughts, invisibility, mirror image, misty step

3rd level (3 slots): blink, counterspell, dispel magic, fireball, sending

4th level (3 slots): banishment, dimension door, fire shield, greater invisibility

5th level (3 slots): dream, scrying

6th level (2 slots): chain lightning, disintegrate, true seeing

7th level (2 slots): plane shift, teleport

8th level (1 slot): mind blank

9th level (1 slot): wish

Elemental Affinity. Blykthor's spells that deal fire damage deal an additional 6 points of fire damage.

Font of Magic. Blykthor has 5 sorcery points that are used to fuel his flexible casting and Metamagic features. He can never have more than 5 sorcery points. Blykthor regains all spent sorcery points when he finishes a long rest.

Flexible Casting. As a bonus action, Blykthor can use his sorcery points to gain additional spell slots, as shown on the sorcerer class's converting sorcery points to spell slots table; or he can sacrifice a spell slot to gain a number of sorcery points equal to the level of the sacrificed spell slot.

Metamagic. Blykthor has the following Metamagic options. He can use only one Metamagic option on a spell when he casts it.

Careful Spell. When Blykthor casts a spell that forces other creatures to make a saving throw, he can spend 1 sorcery point and choose up to 5 creatures. A chosen creature automatically succeeds on its saving throw against the spell.

Extended Spell. When Blykthor casts a spell that has a duration of 1 minute or longer, he can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Subtle Spell. When Blykthor casts a spell, he can spend 1 sorcery point to cast it without any somatic or verbal components.

Actions

Multiattack. Blykthor can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the Blykthor's choice that is within 120 feet of Blykthor and aware of him must succeed on a DC 20 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 Blykthor's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). Blykthor uses one of the following breath weapons.

Fire Breath. Blykthor exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. Blykthor exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Change Shape. Blykthor magically polymorphs into a beast that has a challenge rating no higher than his own, into his dragonborn form, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Blykthor's choice).

In a new form, Blykthor retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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

Cantrip. Blykthor casts one of his cantrips.

Tail Attack. Blykthor makes a tail attack.

Wing Attack (Costs 2 Actions). Blykthor beats his wings. Each creature within 10 feet of Blykthor must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Blykthor can then fly up to half his flying speed.

Description

Blykthor, known in his home in the Nurland region as the Dragon Prince, is the current headmaster of the Ymano Arcane Academy and is arguably the most powerful mage in all of Pomyria.

Despite his draconic form, Blykthor was actually once a human orphan from the Nurland archipelago whose soul was touched by the God of Dragons, Rakdaar.

At a young age, Blykthor was taken in by the Ymano academy due to his inborn talent in arcane magic. It wasn't long before Headmaster Ymano himself took Blykthor under his wing and trained him as Ymano's own apprentice. Blykthor learned quickly and soon became a formidable wizard in his own right, but his headstrong and idealistic nature caused Ymano's opinion of his protege to sour, and he was eventually forced into exile for "heresy against the Academy."

When Ymano's pact with Eternus, the god of death, to sacrifice Academy students' souls to the god in exchange for greater power and arcane knowledge was revealed, Blykthor and his adventurer allies infiltrated the Ymano Academy, destroying Ymano's massive Soul Crystal hidden beneath the Academy and defeating Ymano himself, transforming him into a Dragonborn in the process. Blykthor then led his adventuring party into battle against Eternus himself to prevent him destroying the celestial plane of humanity's afterlife. Blykthor was then rewarded by Rakdaar with the ultimate boon of a champion of the Dragon God, transformation into a true dragon. Blykthor kept this a secret and chose to keep his dragonborn form in all but the most dire of circumstances, returning to the material plane with his companions.

After "retiring" from his adventuring career, Blykthor returned to the Ymano Academy at the request of the Council of Harmony, where he took up the role of Headmaster. He abolished the Academy's dark research and refocused the Academy's goals, to develop the skills of spellcasters of all kind, rather than just training wizards.

Due to his great wisdom, power, and heroic reputation, Blykthor was appointed to the Harmony Council, a position that he holds with great reluctance. On the Council, Ymano pushes for fairness for all people over maintaining the status quo of the merchant state, which has made him an equally necessary and unpopular public figure. This unpopularity suits Blykthor just fine, though, as the Council's reluctance to call on him leaves him with more time to focus on his research and duties as Headmaster of the Academy.

Lair and Lair Actions

The Ymano Arcane Academy

Deep within the labyrinthine magically-manipulated levels and corridors of the Ymano Arcane Academy lies a cavernous room seemingly on the uppermost level of the Academy's tallest tower. Within this room rests Blykthor's personal collection of academic texts, as well as various treasures and trinkets gathered during his career as an adventurer. The spells guarding the way to this room are powerful, and any visitor to Blykthor's sanctum can be sure that their arrival was by design, for better or worse on their part...

Lair Actions

On initiative count 20 (losing initiative ties), Blykthor takes a lair action to cause one of the following effects; Blykthor can’t use the same effect two rounds in a row:

  • Blykthor glimpses the future, so he has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature Blykthor can see within 120 feet of him must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence Blykthor has imagined into being. To escape, the creature must use its action to make a DC 20 Charisma check. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region surrounding the Ymano Arcane Academy is warped by magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the Academy, Blykthor can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with Blykthor upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the Academy. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of the Academy sparkle and gleam, shedding dim light in a 5-foot radius.

If Blykthor dies, these effects end after a period of 3d10 days.

Chiptacular

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