Almighty Not affected by allies spells.
Aura of Fear 5 Enemies in squares threatened by this creature gain morale save -5
Breath Weapon
Replaces attacks: Line; 60 electricity damage; DC 29
Burrow 6 This creature can move underground instead of on the surface. If it chooses to burrow, it uses that mode for all its movement that turn, and its speed is 6. The burrowing creature ignores terrain effects on the surface while moving and can even pass through squares containing walls and enemy creatures, though it must end its burrowing move in a legal position. While burrowing, the creature is immune to attacks of opportunity and cannot charge; at the end of its move, it returns to the surface and can attack and be attacked normally.
Crush 45 Can move through a smaller enemys space to deal 45 damage and Stun; DC 29
DR 5 Takes 5 less damage from nonmagical melee and ranged attacks.
Fearless This creature automatically succeeds on morale saves. It cannot be frightened.
Flight This creature can fly over the battle grid instead of moving on the surface, landing at the end of its move. It isnt slowed by terrain features that normally slow movement, such as difficult terrain or statues. It must still fly around walls (which extend to the ceiling of the dungeon). It can move over pits but cannot end its movement on them. A flying creature is immune to Entangle effects. This creature can move and even charge through squares that other creatures occupy (though it cannot end its movement in a space occupied by another creature or in an illegal position). It ignores attacks of opportunity from enemies after the first square of movement during its turn. (It spends that first square taking off.)
Immune Electricity The creature is not affected by Electricity.
Independent This creature is always under command. It is capable of rallying itself as a commander does, though without a commander it adds only its own level to the morale save, as if it were being rallied by a Commander 0.
Indomitable If this creature is subject to any effect that would eliminate it but that does not deal damage, it is not destroyed but instead takes 100 damage.
Massive This creature can end its move in pits. It can move through and end its movement in walls as though in difficult terrain; it cannot see through walls. Enemies can attack this creature within a wall only if 1 full square of wall does not lie between it and the attacker.
Melee Reach 3 This creature can make melee attacks against enemies that are up 3 squares away. Use the ranged attack rules (see page 15) to determine whether the attacker has line of sight to the target and whether the target has cover. This ability does not allow a creature to threaten squares that are not adjacent or make attacks of opportunity against enemies that are not adjacent. Nor does it allow a charging or rushing creature to stop before it is adjacent to the enemy it is rushing or charging. A creature using Melee Reach to attack at a distance does not create a flanking situation.
Not Subject to Commander Effects
Spell Resistance May ignore spells unless the caster rolls 11+
Tail Slap +5 +5 damage to 1 adjacent enemy, and push it 2 squares if Huge or smaller.
Tail Sweep 20 Cone; 20 damage; DC 29
LE |
Gargantuan Blue Dragon |
EPIC 500 Points |
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1/60 ° Dungeons & Dragons ° © Wizards
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