Huge Dragon, Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 297 (22d12 + 154)
Speed 40 ft., Fly 80 ft.
STR
29 (+9)
DEX
10 (+0)
CON
25 (+7)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +9, CHA +11
Skills Intimidation +12, Perception +17, Stealth +7
Damage Immunities Lightning, Radiant
Condition Immunities Blinded, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the Blue-Eyes White Dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, one with its tail, and one with its feet.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage and 11 (2d10) radiant damage.

Feet. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. A creature hit by this attack must succeed on a DC 24 STR saving throw or be grappled by the dragon. The dragon can only grapple 2 creatures by this effect.

Tail. Melee Weapon Attack: +15 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.

White Lightning Breath (Recharge 5–6). The dragon exhales white 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 44 (8d10) lightning damage  and 44  (8d10) radiant damage on a failed save, or half as much damage on a successful one.

Burst Stream of Destruction (Recharge 5–6). The dragon exhales a surge of energy towards a single target. Ranged Weapon Attack:  +15 to hit, range 120ft, single target. Hit: 44 (8d10) lightning damage  and 44  (8d10).

Legendary Actions

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.

Stomp (Costs 2 Actions). The Dragon makes a feet attack.

Wingbeat of Giant Dragon (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.

Lair and Lair Actions

Blue Eyes White Dragons make their lairs in barren places, using their lightning breath to carve out crystallized ravines and valleys.

Heavy storms rage around a Blue-Eyes White Dragon's lair. Large wid gusts and lightning storms cause the journey to get to its lair to be difficult and treacherous. 

A Blue-Eyes White Dragon with create trap holes to trap their prey and kill intruders. Blue-Eyes White Dragons are ferocious and cunning. Striking fast and when prey is at its most vulnerable.

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:

  • True Light. A large beam of harsh light comes cascading down through clouds causing the eyes of creatures caught within its beam to be burned and blinded. All creatures within a 20-foot-radius, 300 feet tall cylinder centered on a point within 120 feet of the dragon must make a DC 17 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. 
  • Beacon Of White. A Beacon of pure white light shines on all creatures within 10 feet of the dragon. Each creature with 10 feet of the dragon must make a DC 17 Dexterity saving throw or be tagged by the Beacon of light until the end of its next turn. Each creature tagged by the Beacon of light has disadvantage on its saving throws and the Dragon has advantage on all attacks made on creatures tagged by the beacon. 
  • Heavy Storm. Large gusts of heavy winds whip around an area causing creatures to lose focus and balance. Each creature in a 20-foot-radius sphere centered on a point within 120 feet of the dragon must succeed a DC 17 Strength saving throw or be knocked prone. Creatures concentrating on a spell must make a DC 17 Concentration check or their concentration is broken.

Regional Effects

The region containing a blue-eys white 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.
  • The radiant energy emminating from the dragon creates large fissures in the ground which emirate grsta amounts of light. Sleep in areas within 6 miles of the dragon is difficult, requiring 50% more time to be dedicated to a rest to complete a given rest.
  • Hidden Trapholes form in and around the dragon’s lair. A Traphole 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 Traphole must succeed on a DC 17 Dexterity saving throw or fall 1d10 × 10 feet into the Traphole.

If the dragon dies, the thunderstorms and light abate within 1d10 days. Any Trapholes and fissures remain where they are.

Habitat: DesertMountain

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