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: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) lightning damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 13 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.
Necromantic Breath (Recharge 5–6). The dragon exhales a 15ft. cone of negative energy in attempts to raise skeletons into it's service. The pile must be at least a 10x10ft. square filled with bones which is then used up and raised. summon 2d4 skeletons where the bone pile previously stood.
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 14 Dexterity saving throw or take 10 (2d4 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Ba'kailinok was once a proud blue dragon who, in undeath, has been served to walk the boneyard of Sa'Crav . He nests deep in the boneyard, a bastion of defense waltzing the perimeter of the Lamia Queen, Xelenos Othretis's city of illusion.
The charred and weathered bones of the once powerful Blue Dragon skulk the boneyard, waiting for interlopers to cross the desert and crush them beneath his wings and with his dark necromantic abilities.
Lair and Lair Actions
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:
- Carrions swarm the area a surprising amount, flocking in a clockwise manner within a mile of the creature.
- A deep, filling negative energy fills the space within one mile of the creature's lair. Creatures who fail a DC 15 charisma save become bitter and unreasonably irate. Your disposition towards everyone you know for 5 minutes moves to hostile, and you may take another saving throw every minute.
- Bones near the creature's lair in the boneyard have a sickening low light glow about them. A DC 17 perception check can discern this, and a detect magic spell will overwhelm the caster with necromantic energy.
If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.
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