Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Lightning Incarnate. The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach, and lightning damage dealt by the dragon ignores all resistances and immunities.
Tyrant of the Skies. The dragon has advantage on all Wisdom, Strength, and Dexterity ability checks and saving throws while in the air. Additionally, while the dragon is in the air, it can make an additional ranged attack as a bonus action.
Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws, and one with its lightning blast.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 7) piercing damage, plus 27 (6d8) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) slashing damage, plus 14 (4d6) lighting damage.
Lightning Blast. Ranged Weapon attack: +17 to hit, range 300 ft., one target. Hit: 28 (8d6) lightning damage. If the attack lands, each creature within 15 ft. of the target must make a DC 24 Dexterity saving throw to take damage equal to the amount rolled.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 27 (3d12 + 7) 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 24 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.
Lightning Breath (Recharge 4–6). The dragon exhales lightning in two 200-foot lines that are 15 feet wide. Each creature in those areas area must make a DC 24 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignores all non-magical cover as it pierces through terrain and structures like a finely made spear.
The dragon can take 5 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.
Attack. The dragon makes an attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Combat Maneuvers (Costs 5 Actions). The dragon moves up to twice is full movement speed and makes four attacks, only one of which can be a bite attack.
Lair and Lair Actions
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 18 Dexterity saving throw or take 20 (6d6) 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 15 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 18 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 18 Dexterity saving throw or take 28 (8d6) 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.
Previous Versions
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