Ancient Blue Dragon blessed of Takhisis | Challenge 24 |
Gargantuan mythic dragon, typically lawful evil | 122,000 Mythic XP |
Armor Class 24 (Natural Armor)
Hit Points 407 (22d20 + 176)
Speed 60 ft., climb 60 ft., fly 240 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
27 (+8) | 14 (+2) | 27 (+8) | 20 (+5) | 18 (+4) | 24 (+7) |
Saving Throws Dex +9, Con +16, Int + 13, Wis +12, Cha +15
Skills Athletics +15, Deception +14, Intimidation +14, Perception +18
Damage Resistances force, thunder
Damage Immunities lightning
Condition Immunities incapacitated
Senses blindsight 90 ft., darkvision 240 ft., passive perception 28
Languages Auran, Common, Draconic, Giant
Proficiency Bonus +7;
Maneuver DC 23
Blessing of Takhisis (Mythic Trait, recharges after a Rest). If the dragon would be reduced to 0 hit points, its current hit point total instead resets to 360 hit points, it recharges all of its abilities, its "Mythic Traits" activate and it can now use "Mythic" Legendary Actions for 1 hour.
Electrifying Aura (Mythic Trait). At the start of the dragon's turn, the dragon can force any number of creatures of its choice within 60 feet of it to make a DC 17 Constitution saving throw. On a failed save, a creature takes 14 (4d6) lightning damage and is
frightened of the dragon until the start of its next turn.
Dragon Traits.* The dragon can use the following
Dragon Tactics:
dive, multi-claw, snatch, strafing, tail sweep, wing buffet
Scion of Lightning. Lightning damage inflicted by the dragon ignores lightning resistance and immunity of creatures with 21 hit dice or less.
ACTIONS
Multiattack. The dragon makes two claw attacks. It can replace one of this attacks with a Thunderbolt attack.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 34 (4d12 + 8) magical piercing damage plus 13 (2d12) fire damage and, if the dragon wishes, the target must make a DC 23 Strength throw or be grappled. A Medium or smaller creature grappled this way is also restrained.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 26 (4d8 + 8) magical slashing damage and, if the dragon wishes, the target must make a DC 23 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.
Horn. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 30 (4d10 + 8) magical piercing damage plus 11 (2d10) lightning damage. If the dragon has advantage on its attack roll, and both rolls hit, the attack is a critical hit.
Tail. Melee Weapon Attack: +15 to hit, reach 40 ft., one target.
Hit: 42 (6d10 + 9) magical bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 23 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.
Wing Attack. The dragon beats its wings. Each creature within 40 feet of the dragon must succeed on a DC 23 Strength saving throw, taking 18 (4d4 + 8) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed without provoking opportunity attacks.
Thunderbolt. Ranged Weapon Attack: +15 to hit, range 200 ft., one target.
Hit: 22 (4d10) lightning damage and must make a DC 23 Constitution saving throw or be deafened.
Dragon Magic (7/Day). The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 23, +15 to hit with attacks) as if they are 8th level spells:
call lightning, chain lightning, lightning bolt, storm sphere, thunder step, thunderwave, & warding wind
Charge Breath (Recharge 5-6). The dragon inhales and charges its breath weapon.
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. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.
Detect (Recharge 5-6). The dragon extends its senses, making a Wisdom (Perception) check and gaining advantage on its next attack or inflicting disadvantage on saving throws against its next use of Fire Breath.
Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while
unconscious or
incapacitated .
Move. The dragon can move half its current speed.
Attack (Cost 2 Actions). The dragon makes one Bite, Tail, or Wing attack.
Dragon Magic (Mythic Trait, costs 3 Actions). The dragon can create a spell like effect using its dragon magic.
Lightning Breath (Costs 3 Actions). If the dragon has charged its breath weapon, it exhales lightning in 300-line that is 10 feet wide or thirty 10-foot-by-10-foot contiguous areas within 300 feet of it. Each creature in that area must make a DC 23 Dexterity saving throw, taking 143 (22d12) lightning damage on a failed save, or half as much damage on a successful one, or maximum damage on a save failed by ten or more (DC 13). Additionally, any magic or active spell of 7th level or lower in the area ends.
Storm Cloud (Mythic Trait, costs 3 Actions). The dragon summons a storm in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Each creature in area must make a DC 23 Constitution saving throw