Clockwork Observers. The dragon is accompanied by 2d4 clockwork observers, they are allies of the dragon and obey its spoken commands. They take their turns immediately after the dragon. Each lasts until it or the dragon dies, or until the dragon dismisses it as a bonus action.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Lightning Conduit. If the dragon is subjected to lightning damage, it is unhurt, and the lightning damage is instead divided evenly among all creatures within 5 feet of the dragon.
Repair. As long as the dragon has access to smith’s tools and an open flame hot enough to make metal pliable, the dragon can restore 10 hit points to a damaged metal object for each hour of work.
Multiattack. The dragon 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.
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.
Thunderscream Gadget (Recharge 5–6). The dragon produces a gadget that emits a screeching wave of sound in a 30-foot cone originating from the dragon. Each creature in that area must make a DC 17 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save or half as much damage on a successful one.
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Summon Constructs (1/Day). The dragon magically summons two clockwork defenders. The summoned creatures appear in unoccupied spaces within 60 feet of the dragon, whom they obey. They take their turns immediately after the dragon. Each lasts for 1 hour, until it or the dragon dies, or until the dragon dismisses it as a bonus action.
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.
Attack. The dragon makes one melee 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.
Description
An adult blue dragon inventor.
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.
- The dragon magically summons five clockwork defenders. The summoned creatures appear in unoccupied spaces within 60 feet of the dragon, whom they obey. They take their turns immediately after the dragon. Each lasts until it or the dragon dies, or until the dragon dismisses it as a bonus action.
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.
- 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.
- Clockwork Observers within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears.
If the dragon dies, the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.
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