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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 20 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 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning 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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.
A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.
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:
- 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 blue dragon’s lair is warped by the dragon’s magic, 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, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.
A great dragon for any party to encounter, I highly suggest u watch MrRhexx's youtube playlist on dragons he explains the Personalities, habitats, diet, what drives them what they collect ect, makes the encounter WAY more flavored when the little details start hitting the table even to a new player. If your running the dragon have fun.
seems a blue is far the most dangerous of the dragons outside the really rare types. that lawful aspect to alignment with the mindset make them a good quest hub for a long long time.
My favorite of all dragons. Although it doesn't breath Blue fire, Its skin color Makes it cool.
Have you seen the red dragon? Considering the higher CR, I imagine it's deadlier.
Thanks for that!
120 foot range breath attack vs the others with 90ft, seems like a blue could just take to the air and kite every other dragon, it can stay out of range while blasting even red to ruins
Ancient Silver Is Strongest
"A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again."
that about sums up what it WOULD do. Although a line has less AOE, so its less effective against multiple people.
I could... totally... take one On? Heh heh...
I am pretty sure you get loot from defeating it, but how much? Or is that up to the DM?
A scenario where the players have to pass through the territory of one of these as it snipes them with its breath weapon any time they try to rest could be interesting. It would likely directly attack once before leaving after getting hit for anything it actually notices and returning every few hours to snipe with its lightning and fly away. Fight a blue dragon the way it wants to be fought.
Can you even count these dragons as “evil”? Seems more like they’re just hungry most of the time.
If they were just hungry there is plenty of game in the world they could seek.
As with any other being, "Evil" is a description of motivation. An Evil creature will seek to destroy, enslave, and dominate other Sentient Creatures, they also tend to be greedy, especially Dragons. It's not just a matter of "Oh, a party of adventurers happens a long and I eat them." An evil creature would destroy any towns or villages in it's domain, plunder them and purposely seek to prevent new villages from being built within it's domain. They might choose to use some lesser beings as guards, worshippers and followers to bring items it seeks into it's domain. Yes, I have done a game where a dragon was Patron for the party and sent them off to find items it wanted to own. They later found out that their town flourished only because the Dragon allowed it and demanded their worship. They never did become strong enough to defeat it.
its me
ima make a boss dude turn into this dragon
progressive boss
final battle in campaign: Normal boss > Enraged Boss (all lightning abilities/damage) > Ancient Blue Dragon
This is by far my favorite dragon and I’m gonna try and use it for my next campaign.
yo thas thinkin out o tha box man
Death save?
How much is Death Save