As Tomb of Annhiliation comes to end I am planning my next campaign which will be based around the 4th Edition Scales of War. Some of the monsters caught my eye and decided to convert ahead of time. Here is the Blue Exarch of Tiamat.
Armour Class 22 (natural armour)
Hit Points 728 (26d20 + 208)
Speed 40 ft., burrow 40 ft., fly 80 ft.
|29 (+9)||10 (+0)||27 (+8)||18 (+4)||17 (+3)||21 (+5)|
Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Perception +17, Stealth +7
Damage Immunities lightning
Damage Resistances cold, fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common, Draconic
Challenge 23 (50,000 XP)
Exarch’s Aura. If Namissi fails a saving throw, it can choose to succeed instead.
Legendary Resistance (3/Day). All creatures within 25 feet of Namissi have -2 penalty to attack rolls and saving throws. Creatures immune to the frightened condition are immune to this aura.
Tiamat’s Wrath. When Namissi dies, he explodes, and each creature within 30 feet of him must make a DC 23 Dexterity saving throw, taking 70 (20d6) lightning damage on a failed save, or half as much damage on a successful one.
Multiattack. Namissi can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws. He may use Thunderclap if available.
Gore. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage and the target is pushed back 15 feet and knocked prone.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Draconic Fury. Namissi makes three attacks: one with his gore and two with his claws. If all three hit, he may use Wing Clap as a Legendary Action for free until the start of his next turn.
Chain Lightning Breath (Recharge 5–6). Namissi exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Three bolts then leap from the last target hit 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 secondary target must make also make DC 23 Dexterity saving and take half damage on a failed save, or half as much damage on a successful one (1/4 the original amount).
Frightful Presence. Each creature of Namissi’s choice that is within 120 feet of the dragon 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 Namissi’s Frightful Presence for the next 24 hours.
Thunderclap (Recharge 6). Namissi creates a burst of thunderous sound that can be heard up to 100 feet away. Each creature within 30 feet of him, other than Namissi, must succeed on a DC 21 Constitution saving throw or take 14 (4d6) thunder damage and be deafened and stunned until the end of Namissi’s next turn. If the creature critically fails the saving throw they are deafened and stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, the target takes no damage but is still deafened and stunned until the end of Namissi’s next turn.
Bloodied Breath. When first reduced to half his hit points Namissi’s breath weapon recharges, and he uses it immediately as a reaction.
- Detect. Namissi makes a Wisdom (Perception) check.
- Tail Attack. Namissi makes a tail attack.
- Exarch’s Shield. If in the previous turn a creature landed a ranged attack on Namissi he may then use this legendary action against the triggering ranged attacker. The target is struck by arcing lightning. The attacker must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. This attack chains out to any other creature Namissi chooses who is within 20 feet of the original target.
- Wing Clap (Costs 2 Actions). Namissi beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and 16 (3d10) thunder damage and be knocked prone. Namissi can then fly up to half his flying speed.