Draconic Sense. Dragons such as Lylaraq has advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on hearing, sight, smells, and taste. If a dragon makes an ability check to determine currency value of an object, their proficiency bonus is doubled.
Dragons can know if there is an aberration, celestial, elemental, fey, fiend, humanoid, monstrosity, undead, or other fellow dragon within 1 mile of the dragon, as well as where the creature is located if it within 60 of them. Similarly, dragons know if there is a place or object within 30 feet them that has been magically consecrated or desecrated.
The sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Innate Spellcasting. Lylaraq's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: dimension door, hallucinatory terrain, lightning bolt, wall of sand, warding wind
1/day each: chain lightning, control weather, mirage arcane, mislead, whirlwind
Legendary Resistance (3/Day). If Lylaraq fails a saving throw, she can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The dragon's weapon attacks are magical.
Spellcasting. Lylaraq is a 20-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Lylaraq has following cleric spells prepared:
Cantrips (at will): guidance, mending, thaumaturgy, toll the dead
1st level (4 slots): bane, ceremony, create or destroy water, detect magic
2rd level (3 slots): augury, blindness/deafness, zone of truth
3rd level (3 slots): bestow curse, dispel magic, spirit guardian
4th level (3 slots): banishment, death ward, divination
5th level (3 slots): commune, raise dead, scrying
6th level (2 slots): heal, heroes' feast
7th level (2 slots): regenerate, symbol
8th level (1 slots): sunburst
9th level (1 slots): mass heal
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.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 176(2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
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.
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