Legendary Resistance (3/day). If the aberration fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its frightful presence. It can then make three attacks: one with its bite and two with its claws. Alternatively, it can make four tentacle attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 20 (3d8 + 7) piercing damage + 5 (1d10) lighting damage.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 16 (2d8 + 7) slashing damage.
Tentacle. Melee weapon attack: +12 to hit, reach 15 ft., 1 target. Hit: 16 (2d8 +7) bludgeoning damage.
Frightful presence. Each creature the aberration chooses that is within 120 ft. of it must make a DC 17 wis saving throw or become frightened of it for one minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. When a creature succeeds, it is immune to the effect for 24 hours.
Lighting breath (recharge 5-6). The dragon breathes lightning in a 90ft. line that is 5 feet wide. Each creature in that line must make a DC 19 dex save, taking 77 (14 d10) lightning damage on a failed save and have as much damage on a successful one.
Tentacle lightning (recharge 5-6). Ranged weapon attack: +6 to hit, range 90ft., two targets. Hit: 16 (3d10) lighting, necrotic, and radiant damage.
The aberration can take 3 legendary actions, choosing from the options below.
Detect. The dragon makes a perception check.
Tentacle attack. The aberration makes a tentacle attack.
Wing attack (Costs 2 Actions). The aberration beats its wings. Each creature within 10 ft of the aberration must succeed on a DC 20 dex save or fall prone and take 14 (2d6 +7) bludgeoning damage. The aberration can then fly up to 40 ft.
Lair and Lair Actions
Abhorrent blue dragons generally make their lair in places in or near a desert, but that is also touched by abhorrent energy from the far realm.
Lair Actions
On initiative count 20(losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the aberration can’t use the same effect two rounds in a row:
- A mind flayer emerges from the ground under the dragon's control (1/day)
- A tentacle erupts from the ground, dealing 1d6 bludgeoning and 1d10 acid damage.
Regional Effects
The region containing a legendary Abhorrent Blue Dragon’s lair is charged with abhorrent energy, which creates one or more of the following effects:
- There are pit traps every few hundred metres, and a creature takes acid damage instead of bludgeoning damage.
- The aberration knows everything that occurs within 1 mile of its lair.
If the aberration dies, these effects fade over the course of 1d10 days.
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