Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Amphibious. The dragon can breathe air and water.
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Steam Breath . The dragon exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The most antisocial of the Mineral Dragons, the Sapphire dragon only wishes to live it's life alone and in peace. The dragon is surrounded by a salty scent, Its eye are light blue and look like pearls. The Scales of the Sapphire Dragon is a dark azure, gem-like similar to sapphires. Its legs and fins help it swim and strong wings help it fly, its spinal fin helps it to swim with ease and switch directions easily.
Frozen Water Masters. Sapphire Dragons prefer to make their lairs and domains in freezing waters, behind waterfalls and underground lairs that can only be entered through underwater tunnels where they can hide their horde and rest in piece away from prying eyes.
Fish and Gem Eaters. Sapphire dragons prefer to eat fish and aquatic animals, but it prefers diet are sapphire gems which have been cooled in cold temperatures.
Solitary Individuals: Sapphire Dragons venture out to find treasures along shorelines, underwater ships and do not like to leave it's aquatic homes unless necessary.
Lair and Lair Actions
Sapphire dragons lair in icy caves and deep ocean chambers. They favor under mountain lakes accessible only by swimming in maze like caverns. and labyrinthine ice caves in underwater glaciers. The dragon can often detect intruders by the way the keening wind in its lair changes tone or the vibrations carried within the water.
The dragon rests in the deep center of it's lair, only accessible through underwater tunnels and waterfalls in in its lair, the floor around it a treacherous morass of broken ice and sapphires, , the lair has rooms made of ice and slippery slopes. As foes struggle to move toward it, the dragon rest in the center of a warm room surrounded by ice walls with sapphire spikes which are extremely cold. Resting on a ground of warm grass untouched by the cold where it hides it's horde.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates an opaque wall of sapphire on a solid surface. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 35 hit points, immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
- The dragon chooses a point on where an Sapphire is located in its lair. Crystal spikes sprout from the ground in a 20-foot radius centered on that point, each creature must make a DC 15 Dexterity saving throw or take 21 (6d6) piercing damage if hit with the tip of the crystal, bludgeon damage if hit with the edge of the crystal or if within 5ft of the crystal take force damage.
- A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing a legendary sapphire dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- During noon every room within the lair is submerged underwater.
- The lair is surrounded by glowing blue crystals (If a creatures bare skin touches the crystals take 1d4 cold damage), these crystals create a light in a 5ft radius, and the dragon has the ability to see out of these crystals.
- If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
- Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
If the Sapphire Dragon dies, these effects fade over the course of 1d10 days.
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