Huge Dragon, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
24 (+7)
DEX
12 (+1)
CON
24 (+7)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +6, CON +12, WIS +8, CHA +9
Skills Perception +12, Stealth +5
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Elemental Binding . Then the dragon falls to 75% and 25% of their maximum hitpoints they let out a reverberating roar warping the air around them and summoning an air elemental under the dragons control.

Storm Squall. When the dragon enters combat the emotions of the dragon are physically manifested in the air around it. A thunderstorm forms and raind downpours for a mile around where the combat it taking place. The area within the storm is difficult terrain from the heavy wind and rain. Every round at initiative count 20 lightning randomly strikes a ceature in the vacinity of the dragon. A creature hit by lightning must make a DC 19 dexterity saving throw or take 3d10 lightning damage or half as much on a successful save. The dragon may also be hit by this lightning and when it does it gains Embodiement of the Storm.

Embodiement of the Storm. The dragon automatically recharges it's breath weapon and it becomes empowered with the storm. Any creature hit with the empowered breath weapon has disadvantage on a saving throw against it.  The dragon automatically gains Embodiement of the Storm when it drops to 50% of it's max hit points.

Innate Spellcasting. The Dragon's innate spellcasting ability is Charisma (spell save DC 19). The Dragon can innately cast the following spells, requiring no material components:

5/day each: Call LightningLightning BoltStorm Sphere

Actions

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.

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.

Bonus Actions

Discharge. Blue Dragons are imbued with the raw power of lightning and generate it simply through movement. The dragon can utilize this built up energy to dicharge at a random enemy within 60ft. The creature must make a DC 19 dexterity saving throw taking 4d10 lightning damage and becoming stunned until the end of their next turn or take half as much on a successful save with no additional effect.

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.

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

 

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 15 Dexterity saving throw or take 10 (3d6) 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 10 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 15 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 15 Dexterity saving throw or take 10 (3d6) 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.

Habitat: CoastalDesert

ForNerdByNerds

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