Large Dragon, Neutral
Armor Class 18 Natural armor
Hit Points 168 (16d10 + 80)
Speed 45 ft., fly 90 ft., burrow 20 ft., climb 20 ft., swim 20 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
19 (+4)
Skills Animal Handling +4, Insight +6, Perception +7, Stealth +6
Damage Vulnerabilities Necrotic
Damage Resistances Thunder
Damage Immunities Cold, Lightning
Condition Immunities Charmed, Deafened
Senses Blindsight 20ft, Darkvision 120ft, Tremorsense Only when borrowing 35ft , Passive Perception 19
Languages Draconic, Sylvan, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Actions

 

Action Melee Attack. Bite attack: +10 to hit, reach 10 ft., 1 target. Hit: 17 (2d10 + 6 ) piercing damage + (1d8) lightning damage. + (1D8) cold damage

Action Melee Attack. claw attack: +10 to hit, reach 5 ft., 1 target. Hit: 13 (2d6 + 6 ) slashing damage. 

 Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed 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.

Mythic Actions

Size change (one action) Can turn into any size smaller than itself

Invisibility (one action) Can go invisible for 2 hours of which must complete a short rest this can be detected by any magical means, truesight, and tremorsense

Description

The speckled blue dragon is a mix of (Chromatic) Blue and (Metallic) Silver dragons. These dragons can not mate and only happen once every century. Dragons of the chromatic side see them as a disgrace and will not help them even as a wyrmling. On the contrary the Metallics will become fond of these dragons and see to help these dragons at their early years as a wyrmling. You can tell if the dragon is a speckled dragon because it has the main color of the chromatic color with flecks of metallic coloring in their scales. These dragons are special not in looks but also share both Chromatic and Metallic powers. As such they can not polymorph into humanoids but they can change their size to become as small as a tiny creature to its actual size. It also can go invisible and can be detected by magic means to find them.   

Lair and Lair Actions

 

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:

  • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
  • 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 10 (3d6) 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.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
  • 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 10 (3d6) lightning damage.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Thunderstorms rage within 6 miles of the lair.
  • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
  • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.

If the dragon dies, these effects fade over the course of 7d10 days.

Habitat: ArcticCoastalDesertMountain

Aeiln

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