Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet 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.
Lightning Breath (Recharge 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 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Masters Will The dragon performs one attack on its master's turn
Flee The dragon will fly to its master, the dragon is mounted, and it will fly away, but only if the master wants to flee, if not, see Mount
Mount The dragon is mounted, and it will fly into the battle.
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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
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 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Powerful, yet vain, Blue dragons often fall for traps that involve gems, and due to this, creatures that live near its lair bait it and then trap it with weighted bags, a metal net, and a heavy war hammer. Once trapped, the dragon is suspended in the air and left for multiple days. After the days have passed, the creature who wishes to tame the dragon often cuts it loose, after chaining its tail, wings, and legs so that it can't escape, then mounts it. If the dragon tries to refuse, it is beaten, and it is then mounted. If it still refuses, rinse, repeat. If not, then the dragon recognizes that it has been defeated, and will attempt to get free, but often to no avail. After a few months, the dragon has lost all hope of escape and is now under the control of the creature that trapped it. A blue dragon will often sell for 20 PP
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