Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Turn Immunity. The dragon-demilich is immune to all effects that turn undead.
Avoidance. If the dragon-demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multiattack. The dragon-demilich makes a Bite attack and then uses its Life Drain.
Advanced Multiattack (Lair Only). The dragon-demilich makes two melee attacks and then uses its Life Drain.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft. (reach 20 ft. while in Lair), one target. Hit: 15 (3d6 + 5) piercing damage + 10 (4d4) lightning damage + 9 (2d8) necrotic damage.
Claw (Lair Only). Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d12 + 5) cold damage.
Tail (Lair Only). Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 19 (4d6 + 5) necrotic or cold damage (dragon-lich's choice).
Horn. Melee Weapon Attack: +18 to hit, reach 5 ft. (reach 20 ft. while in Lair), one target. Hit: 14 (2d8 + 5) piercing damage + 6 (1d12) necrotic damage.
Lightning Breath (Recharge 6). The dragon exhales lightning in a 65--foot line that is 5 feet wide (125--foot line that is 10 feet wide if in Lair). Each creature in that line must make a DC 23 Dexterity saving throw, taking 49 (9d10) lightning or necrotic damage on a failed save, or half as much damage on a successful one (18d10 lightning or necrotic damage if in Lair).
Howl (Recharge 4–6). The dragon-demilich emits a bloodcurdling howl. Each creature within 60 feet of the dragon-demilich that can hear the howl must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
Life Drain. The dragon-demilich targets up to three creatures that it can see within 15 feet of it. Each target must succeed on a DC 21 Constitution saving throw or take 28 (8d6) necrotic damage, and the dragon-demilich regains hit points equal to the total damage dealt to all targets.
Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 21, +15 to hit with spell attacks). The dragon can innately cast the following spells, requiring only verbal components:
At Will: thaumaturgy, lightning lure, magic missile, create or destroy water, shield
2/day each: major image, thunder step, slow, arcane eye, wall of sand, telekinesis, project image, teleport, forcecage
5/day: chain lightning, programmed illusion, control weather, project image, etherealness
3/day: antimagic field, demiplane
The dragon-demilich 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.
Flight. The dragon-demilich flies up to half its flying speed.
Cloud of Dust. The dragon-demilich magically swirls its dusty remains. Each creature within 10 feet of the dragon-demilich, including around a corner, must succeed on a DC 16 Constitution saving throw or be blinded until the end of the dragon-demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the dragon-demilich's next turn.
Energy Drain (Costs 2 Actions). Each creature with in 30 feet of the dragon-demilich must make a DC 16 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.
Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Description
When a dragon-lich fails to give their phylactery enough powerful souls, just like a normal lich, its body rapidly deteriates leaving a single skull behind. If a dragon-lich knows it is going to become a dragon-demilich than it will concentrate its magical energies around and in its skull, causing portions of its rotting brain matter, its teeth, and its eyes to crystallize. The type of gemstone that the crystallized parts turn into depends, but usually it is an equal mix of diamond, ruby, emerald, and sometimes one or two sapphires. While a dragon-demilich is in its lair, it becomes even more powerful, as it gains the ability to summon a spectral avatar of its skeletal form to strike at opponents.
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:
- 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 17 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 11 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 17 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 16 Dexterity saving throw or take 11 (2d10) 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 10 miles of the lair.
- Dust devils scour the land within 10 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 16 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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