Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shapechanger. If the dragon isn’t in sunlight or running water, it can use its action to polymorph into a Huge cloud of mist, or back into its true form.
While in mist form, the dragon can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Misty Escape. When it drops to 0 hit points outside its resting place, the dragon transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it can’t revert to its dragon form, and it must reach its hoard within 2 hours or be destroyed. Once in its hoard, it reverts to its dragon form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its hoard with 0 hit points, it regains 1 hit point.
Regeneration. The dragon regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the dragon takes radiant damage or damage from holy water, this trait doesn’t function at the start of the dragon’s next turn.
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampiric Might. The dragon gains an additional +2 damage to its weapon attacks (included in attack).
Vampire Weaknesses. The dragon has the following flaws:
Forbiddance. The dragon can’t enter a residence without an invitation from one of the occupants.
Stake to the Heart. If a piercing weapon made of wood is driven into the dragon’s heart while the dragon is incapacitated in its hoard, the dragon is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Whilst in sunlight, the dragon has disadvantage on attack rolls and ability checks as well as its speed being halved. The first time the dragon is exposed to sunlight, roll 1d8 + 2. The dragon only starts taking damage after a number of rounds equal to the number rolled. Once the number of rolled rounds has passed, the dragon takes 20 radiant damage when it starts its turn in sunlight.
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 plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
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.
Lightning Breath (Recharge 5–6). The dragon exhales lightning 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) lightning damage on a failed save, or half as much damage on a successful one.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
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 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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:
- Floating Blood Orb. Creatures within 30ft of Bolmamog receive 5 points of necrotic damage. Their Hit Point maximum is reduced by 5 and Bolmamog recovers the total amount of damage dealt by this effect.
- Thrall of humans attempt to grapple a creature. Targeted creature make a DC 15 Strength Saving throw or are grappled.