Legendary Resistance (3/Day). If the Zargon fails a saving throw, it can choose to succeed instead.
Multiattack. The Zargon 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.
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 Zargon's choice that is within 120 feet of the Zargon 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 Zargon's Frightful Presence for the next 24 hours.
Blue Ice (Takes 2 turns). Zargons emits a frost that after another turn freezes Zargons in place in blue ice. It increases Zargons's AC to 24. After 2 turns, or 3 hits above a 24, the ice will break, but their speed will be knocked down to an eighth of its original.
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.
Whirlpool (Recharge 5-6). Negates initiative, role d20, if above 14 the creature will not be paralyzed, but in initiative, Zargons will go first.
Spit Fire. Zargons spits a ball of fire, each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
Deep Water Venom. When Zargons takes a bite attack, it must succeed on a d20 of 14 or above, if it does the creature will suffer (6d4) amount of turns of (2d6) amount of damage.
Description
In deep lakes, oceans, and some swamps, dragons have evolved into Zargons, massive stream-lined dragons, but missing their legs and some missing their wings. At anywhere from 30ft to 100ft, they appear to be almost the same as dragons,but just much bigger. Their scales are a bit weaker then most dragons, but they are much swifter.
Lair and Lair Actions
Zargons make their lairs at the very bottom of a lake, where many ships have sunk in the oceans, or while in swamps, they make a network of tunnels that connect to an expansive space where they keep their hoard.
Often the waters around a Zargons lair are incredibly dark so it would be hard finding anything and they have would have the advantage of sneaking up on any creature that tries to steal any of their treasure.
When a Zargons lair is invaded, it will create a massive whirlpool that will suffocate and drown the creature. 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:
- Part of the ceiling collapses above one creature that the Zargon 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 whirlpool about 20ft tall centered on a point the dragon can see within 120 feet of it. Each creature in the whirlpool must succeed on a DC 15 Dexterity saving throw or be stunned 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 Zargon 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.
- Dead Pirates and soldiers will come back to life and attack the creature.
- 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.







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