Nburdonax, Adult Blue Dragon Character in Cumae: The Orbis | World Anvil

Nburdonax, Adult Blue Dragon

Year of Birth
11479 ADE 607 Years old
Children
Eyes
ice blue

Nburdonax - Adult Blue Dragon

Huge dragon, lawful evil
Armor Class 19
Hit Points 324 (18d12 + 108, Max HP)
Speed 40ft Fly: 80ft Burrow: 30ft Swim: 40ft Climb: 20ft

STR
25 +7
DEX
10 0
CON
23 +6
INT
17 +3
WIS
15 +2
CHA
19 +4

Saving Throws DEX +5, CON +11, WIS+7, CHA +9. Also has Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Skills Proficiency +5; Perception +12, Stealth +5, Intimidation +9, Persusasion +9
Damage Immunities Lightning
Senses Blindsight 60', Darkvision 120', Passive Perception 22
Languages Common, Draconic, Orc, Dwarven
Challenge 16

Nburdonax can cast a spell as an action or bonus action, and requires no material components to do so. He may attack regularly with his 3-attack action when casting a spell with a casting time of 1 bonus action. For purposes of effect severity, Nburdonax is considered a 16th level Sorcerer. Charisma is his spellcasting ability.   Spell atk +9, Save DC 17.   Knows 6 cantrips and 14 spells at any one time, and casts leveled spells using spell slots as follows: 1st: 4 slots 2nd: 3 slots 3rd: 3 slots 4th: 3 slots 5th: 2 slots 6th: 1 slot 7th: 1 slot 8th: 1 slot

At will: Polymorph self (self only).   Cantrips:
  • Blade Ward (resistance to normal weapons, 1 action, 1 round duration)
  • Chill Touch (attack roll 1d20+9 , range 120', cause 3d8 necrotic damage and prevent target healing until start of NB's next turn. If target is undead, also has disad on attack rolls against NB till the end of NB's next turn.)
  • Fire Bolt (120' range, attack roll 1d20+9 , 3d10 fire damage, ignites non-worn/carried flammables.
  • Lightning Lure (pull creatures within 15' to within 5' and cause 3d8 damage on failed str save DC17. No effect on save)
  • Minor Illusion (sound or image, no motion, 30' range, 5' cube aoe, Investigation check vs DC17 to break)
  • True Strike (automatic advantage against 1 target w/in 30' on next attack turn - no save, but <c>)

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


Lightning Breath (Recharges on 5–6). The dragon exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 12d10 lightning damage on a failed save, or half as much damage on a successful one. Breath uses exploding dice - for every additional max damage die, another target within 30' takes half damage or save (DEX DC 19) for 1/4 as lightning leaps from one victim to another.


Actions

Multiattack. The dragon can use its Frightful Presence as a a free action. It then has three attacks: Usually one with its bite and two with its claws, but it can use a breath weapon or tail swipe instead of one of these, or bite three times, etc. It can cast lightning-damage-based spells with a casting time of 1 action as a bonus action instead.   Bite. Melee Weapon Attack Roll: 1d20+12 reach 10 ft., one target. 2d10+7 (2d10 + 7) magical piercing damage plus 1d10 lightning damage.   Claw. Melee Weapon Attack Roll: 1d20+12 reach 5 ft., one target. 14 (2d6 + 7) slashing damage. Considered magical slashing.   Tail. Melee Weapon Attack Roll: 1d20+12 reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage. Considered magical bludgeoning.   Frightful Presence. Each creature of the dragon's choice that is within 120' of the dragon and aware of it must succeed on a DC 17 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. A frightened creature must use its actions to dash/max speed away from the dragon for the duration.   Lightning Breath (Recharge on 5–6). The dragon exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 12d10 lightning damage on a failed save, or half as much damage on a successful one. This effect uses Exploding dice; for every duplicated 10 on the roll, an additional target within 30' is hit for half the original damage as the lightning jumps from the original target; A DC19 Dex save by a secondary target reduces this half by an additional half.   The Dragon can also cast lightning-damage-dealing spells with a casting time of 1 action as a Bonus action instead.

Reactions

Any Legendary Attack Action can be used as a reaction/opportunity attack, in addition to bite, claw, or if charged, breath.


 

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.   Demoralize. The dragon and one target within 30' perform a contested Charisma check. If the target succeeds, the legendary action is wasted; if the dragon succeeds, the target's next weapon or spell attack (same or next round depending on target initiative) is made with disadvantage.   Tail Attack. The dragon makes a tail attack. Tail. Melee Weapon Attack Roll: 1d20+12 reach 15 ft., one target. Hit: 2d8+7 bludgeoning damage. Considered magical bludgeoning.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 2d6+7 magical bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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 3d6 normal 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. Assuming it is a creature that needs to breathe, the target can hold its breath for 10 rounds + an additional 1 round per CON modifier; on its next turn its HP drops to 0 and it is dying, and cannot regain hit points or be stabilized until it can breathe again. If the character is already unconscious while buried it automatically fails death saves until it can breathe again. (suffocation, PHB)
  • 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 3d6 lightning damage.


Nburdonax is an Adult Blue Dragon of roughly 450 years of age. Born in the sandy wastes of eastern Toz, he has traveled widely and finds himself now as one of only a handful of dragons living in Khazig; And in fact he has come to the death shrine of Thornugordonon and resided there until very recently - the last few days, in fact - with the Orc and Kobold descendants of Thornugordonon's minion clans. These have been moving with him to Elkur province.

Desert, Mountain, Ocean


Spell LevelSpell NameCasting timeRangeDurationatk/saveDescription
1Absorb Elements1 reactionSelf1 roundNoneResist an elemental damage type until the start of next turn; add 1d6 damage of that type per level slot to 1st successful melee hit on next turn
1Chaos Bolt1 Action/Bonus Action120'InstantRanged atk 1d20+9 Nburdonax hurls an undulating mass of raw lightning energy (It's always lightning). On a hit, the target takes 2d8+1d6 damage, add additional d6 for each level above 1st. Exploding dice If the 8's come up the same, the effect leaps to a different creature of NB's choice within 30' of it and make new attack/damage with potential repeated leap; any target can only be hit once per casting.
1Comprehend Languages1 Action(R)Self1 HourNoneUnderstand literal meaning of anything you hear or anything you read that you can physically touch.
1Expeditious RetreatBonus ActionSelf<C>10 MinNone<C> When cast, and each turn thereafter for duration, use Dash as a bonus action (ie in addition to normal actions, dash in the same turn
1Magic Missile1 Action120'InstantNoneCreate unerring missiles against any visible target/targets you can see in range that deal 1d4+1 force damage per level of casting.
1Thunderwave1 ActionSelf+15'InstantDC17 CON saveA wave of thunderous force rolls out for 15' from you. Creatures in the path must make a con save or be pushed 10 feet and take 2d8 Thunder damage; save halves damage and no push. Creates a sonic boom audible for 300'. damage increase by 1d8 per level above 1st.
1Witch Bolt1 Action/1 Bonus Action30'<C>1 minRanged attack 1d20+9 <C> A persistent tendril of lighting lances out at a target and deals 1d12 lightning damage, and automatically deals 1d12 damage each turn as long as you do nothing else with your action and the target remains in range and not under total cover. Damage increase of 1d12 per level cast above first.
2Dragon's BreathBonus ActionTouch<C>1 minDC17 DEXTouch one willing creature and imbue it with the power to spew lightning from its mouth. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a DC17 DEX save, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. Add 1d6 damage per level over 2nd.
2Blindness/Deafness1 Action30'1 minuteDC17 CONor target is blinded or deafened for up to 1 minute (can retry save at end of each turn).
2Mirror Image1 ActionSelf1 min or all 3 are dispelled1d20Not concentration. Create 3 copies of you which shimmer and waver to make it impossible to tell which is real and which is not. When targeted by an attack, roll d20. It targets a duplicate instead on a 6 if there are 3 duplicates, on an 8 if there are two, and on a 10 if only one duplicate remains. The image is dispelled only on a hit.
2Misty StepBonus ActionSelfInstantNASurrounded by a silvery mist, you short-range teleport yourself 30' to an unoccupied space you can see.
3Blink1 ActionSelf1MinuteNARoll 1d20 at the end of each turn. On an 11+, you disappear from the material plane and reappear on the ethereal plane. At the start of your next turn you reappear 10' from where you disappeared in an unoccupied space or the closest unoccupied space to it. Spell can be dismissed as an action.
3Counterspell1 reactionInstantCHA for higher levelWhen a spell is cast within 60'You magically interrupt the casting of a spell within 60'. If the creature is casting a spell of 3rd level or lower (or if the spell is cast at a higher level, of that level or lower), its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability (CHA for Nburdonax). The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
3Haste1 Action30'<C>1 MinNAChoose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
4Blight1 Action30'InstantCON saveNecromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. CON save DC17, 8d8 necrotic damage on a failed save, 4d8 on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
4Dimension Door1 Action500'InstantNAYou teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
4Polymorph1 Action60'1 hourWis SaveThis spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw DC 17 to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be !any beast whose challenge rating is equal to or less than the target's!. The target's game stats and HP are replaced by the statistics of the chosen beast. It retains its alignment and personality. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
5Hold Monster1 Action90'<C> 1 MinuteWIS SaveParalyzed for 1 minute. Repeat saving throw at the end of each turn. Target multiple if cast higher than 5.
6Chain Lightning1 Action/1 Bonus Action150'InstantDEX Save. You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a DEX save DC17. The target takes 10d8 lightning damage on a failed save, or half 5d8 as much damage on a successful one. At Higher Levels, one additional bolt leaps from the first target to another target for each slot level above 6th.
6Globe of Invulnerability1 ActionSelf, 10' sphere1 MinuteNAAn immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for 1 minute. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
7Power Word: Pain1 Action60'InstantCON save (turn end)You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than CON saving throws. Finally, if the target tries to cast a spell, it must first succeed on a CON save DC17 saving throw, or the casting fails and the spell is wasted.A target suffering this pain can make a CON Save DC17 at the end of each of its turns. On a successful save, the pain ends. The spell lasts until save; it has no set duration.

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