Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Arcane Aura: Due to the physiology of the Arcane Dragon, the very weave of magic around it distorts the effects of spells cast within 30 foot of it. Whenever a creature casts a spell of 5th level of higher, they must make an Intelligence saving throw or have the spell fail.
Limited Spell Resistance: The dragon is immune to cantrips. Additionally, the dragon has advantage on saving throw against spells cast within it's Arcane Aura.
Multiattack. The dragon can use its Magic Dominance. 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: 17 (2d10 + 6) piercing damage plus 7 (2d6) Wild damage. Roll a d6 to determine Wild damage:
1 - Fire
2 - Cold
3 - Lightning
4 - Acid
5 - Force
6 - Poison
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Magic Dominance. Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a DC 20 Intelligence saving throw or lose the ability to cast a spell of 5th level or higher 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 Arcane Dominance for the next 24 hours.
Chaotic Winds (Recharge 5–6). The dragon exhales a 60 foot cone of arcane energy. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 66 (12d10) Wild damage on a failed save, or half as much damage on a successful one.
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 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Arcane Barrage (Costs 2 Actions): The dragon brings it's wings around it's body and launches a volley of arcane crystals from outer portions of it's wings. Each creature within 30 feet of the dragon must make a DC 20 Dexterity saving throw or take 18 (4d8) Wild damage and lose their reactions until the end of the dragon's next turn, or half as much damage on a save and not lose their reactions.
Description
Arcane dragons are either created or born when a dragons egg is left in areas of wild magic surges. The high levels of unstable magic, and intense interactions of of the very fabric of arcana, alters the physiology of the dragon inside the egg. The dragon itself looks to be of a constantly shimmering and altering pattern of blue, green, purple, and turquoise hues. No remnant can be found to discern what type of dragon they were originally as even their skeletal structure forms in reactionary steps to ensure the survival of the dragon while developing in the egg.
They are naturally gifted with magics. At a young age, this is true more so for magics of an arcane nature, but as they grow and mature, they begin to master divine magics. Ever curious on how to manipulate and coerce the weave and fabric of magics, they constantly construct new magical items, trinkets, and creatures. Once done, they catalog any points needed to better carry out these magical experiments, and then quickly destroy them to start over again. They are passionate about magic, that is a given, but they are driven to change whatever they set their sites on and make it better, stronger, or more adaptable so as to create a pinnacle of magic. For this reason, they can appear to be benevolent residents of an area, or they can be tyrannicidal torturers who take innocent populations of whole villages and conduct experiments on them. Whether or not these creatures survive, the dragon is satisfied only if it's gets a solution or understanding of how to better proceed next time.
Being so suffused in arcane energies, the body parts of the Arcane Dragon can be used to great effect when creating potions and items with magical properties. There have been rumors that those with reliable talent and control over the arcane arts, and the fabric they are molded from, can use the blood of the Arcane Dragon to create potions of Spell Restoring. Little do they know, however, that a similar process has been developed by Arcane Dragons to transfuse it's own blood into other living creatures to attempt to forcefully create magic users that would act as a loyal army to it. These have found to be called Synthetic Sorcerers and so far, to scholar who have come across these dragon's lairs, have appeared to be the delusional scrawlings of Arcane Dragons who have gone mad in the pursuit of knowledge and perfection.
Lair and Lair Actions
Arcane dragons make their lairs in places of history and old magic. They contort and twist the very weave of arcane power within this area and modulate their lair into obscure and mind-bending environments.
Living spells populate the area around the Arcane Dragon's lair. Some of them work for and obey the dragon due to it's willful control over the weave, others are randomly created due to the strain and tension that the weave is under.
Within an Arcane Dragon's lair are multitudes of experiments. Some on living creatures, others on magical items and artifacts, and sometimes even on the fabric of reality itself. If they feel that they (Or their work) is threatened, they will initiate an arcane catastrophe to make certain no others can take or duplicate their work.
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:
- A living spell appears within 60 feet of the dragon and acts as if it was cast from that point. The living spell is under the control of the dragon and acts on the dragon's initiative.
- Creatures within 60 feet of the dragon see a pulse of pressure occur, centered on the dragon, as a front of arcane energy hits them. They must make a DC 19 Intelligence saving throw lose a random spell slot of 5th level or lower. If a creature is concentrating on a spell, they must make a concentration check with disadvantage.
Regional Effects
The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Wild magic surges within 6 miles of the lair.
- Living spells are randomly created and destroyed within 6 miles of the lair. If a spell of 5th level or higher is cast within this region, there is a possibility of a living spell being created as the magical weave is pulled to the point of tearing and creates a reactionary defense to preserve it's balance.
- Whenever a creature casts a spell within 1 mile of the dragon's lair, the dragon is made aware of their presence, location, and spellcaster type.
If the dragon dies the wild magic abates within 1d12 days. The living spells that were created have a 50% chance of remaining.
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