Amphibious. Ancient blue Leviathan Dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the Ancient blue Leviathan Dragon transforms into a water instead of falling unconscious.
Freedom of Movement. Ancient blue Leviathan Dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Water Regeneration. The Ancient blue Leviathan Dragon regains 30 hit points at the start of its turn if it has at least 1 hit point and is needs to be in water or getting hit by a water spell. If the Ancient blue Leviathan Dragon takes fire damage.
Multiattack. The Ancient blue Leviathan Dragon 5 attacks.
Bite. Melee Weapon Attack: +22 to hit, reach 30 ft., Hit: 34 (4d12 + 10) piercing damage. If the target is a Large or smaller creature grappled by the Ancient blue Leviathan Dragon, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Ancient blue Leviathan Dragon, and it takes 42 (12d6) acid damage at the start of each of the Ancient blue Leviathan Dragon's turns.
If the Ancient blue Leviathan Dragon takes 80 damage or more on a single turn from a creature inside it, the Ancient blue Leviathan Dragon must succeed on a DC 28 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 30 feet of the Ancient blue Leviathan Dragon. If the Ancient blue Leviathan Dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Claw. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +22 to hit, reach 40 ft., one target. Hit: 34 (8d6 + 10) slashing damage, and the target is grappled (escape DC 28 str). Until this grapple ends, the target is restrained.
Fling. smaller object held or creature grappled by the Ancient blue Leviathan Dragon is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 5 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 28 Dexterity saving throw or take the same damage and be knocked prone.
Steam Breath (Recharge 4–6). The Ancient blue Leviathan Dragon exhales scalding steam in a 90-foot cone. Each creature in that area must make a DC 28 Constitution saving throw, taking 91 (26d6) force damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Lightning Storm. The Ancient blue Leviathan Dragon magically creates three bolts of lightning, each of which can strike a target the Ancient blue Leviathan Dragon can see within 120 feet of it. A target must make a DC 28 Dexterity saving throw, taking 91 (26d6) lightning damage on a failed save, or half as much damage on a successful one.
Lightbing water Breath (Recharge 4–6). The Ancient blue Leviathan Dragon exhales Lightbing water in a 120-foot cone. Each creature in that area must make a DC 28 Dexterity saving throw, taking 91 (26d6) fire damage plus 91 (26d6) force damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Tidal Wave (Recharge 6). While submerged in a liqued, the Ancient blue Leviathan Dragon magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick.
When the wall appears, all other creatures within its area must each make a DC 28 Strength saving throw. A creature takes 48 (8d12) bludgeoning damage on failed save, or half as much damage on a successful one.
At the start of each of the Ancient blue Leviathan Dragon’s turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the Ancient blue Leviathan Dragon. Any smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 28 Strength saving throw or take (4d20) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall’s height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d20. When the wall reaches 0 feet in height, the effect ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 28 Strength (Athletics) check to swim at all during that turn.
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.
Move. The vampire dragon moves up to its speed without provoking opportunity attacks.
Attack. The dragon makes a attack.
Lightbing water Breath (Recharge 4–6)(cost 2)
Lair and Lair Actions
A Red Dragon’s Lair
Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
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:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
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