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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 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 17 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.
Sea Breath (Recharge 5–6). The dragon exhales forcefully, causing surrounding water to shoot outward in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) force 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 10 feet of the dragon must succeed on a DC 20 Constitution saving throw or take 14 (2d6 + 7) force damage and be knocked prone. The dragon can then fly or swim up to half its flying or swimming speed.
Lair and Lair Actions
Aquos Blue dragons make their lairs in underwater caves and occasionally, shipwrecks, using their breath and their mastery of the sea to create sprawling, dungeon-like homes in which they live.
An aquos blue dragon will confront an intruder if its lair is invaded. The dragon then proceeds to kill, loot, and eat them.
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:
- A strong current swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The current spreads around corners. Each creature in the current must succeed on a DC 15 Constitution saving throw or be prone 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.
Regional Effects
The region containing a legendary aquos blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Choppy waters rage within 6 miles of the lair.
- Whirlpools swirl on the surface of the sea in a 6 mile radius of the lair.
If the dragon dies, the whirlpools disappear immediately, and the choppy waters subside within 1d10 hours.
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