Hold Breath. The dragon can hold its breath for up to 2 hours.
Gliding Flyby. When the dragon glides (not flies) out of an enemies reach, opportunity attacks made against it are made with disadvantage.
Lesser Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to reroll it with advantage.
Charge. If the dragon moved at least 30 feet straight toward a target and then hits it with an attack with its horns on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 5 feet away and knocked prone.
Multiattack. The dragon may use its Lesser Frightful Presence, then makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) piercing damage + 2 (1d4) fire damage.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.
Horns. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Lesser Frightful Presence. Each creature of the dragon's choice that is within 90 feet of the dragon and aware of it must succeed on a DC 13 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.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 65-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Rejuvenating Heal (Recharge 4-6). The dragon sends waves of healing, pale green magic through its body, allowing it to regain 3d8 hit points at the start of each of its turns for 1 minute.
The dragon can take 2 legendary actions, choosing from the options below. Only one legendary action 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 16 Dexterity saving throw or take 11 (1d12 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed and has its speed reduced by 5 feet until the end of the next round or until it regains any amount of hit points.
Description
Bluehorn dragons are a species of dragon that prefer to live on coastlines and other areas nearby large waterways and bodies of water. They are known for their surprising swimming skill and vividly pale blue scales that somewhat resemble that of a fish. This is due to the dragons needing such scales to swim and dive in deep waters properly. Another strange physical feature they have is their thin and fragile-looking wings, along with the double-sided, fluke-like fin at the end of the tales of older individuals. The thin wings and tail-flukes allow the dragon to glide through the air much like an albatross, often gaining speeds that it would normally never reach while flying normally when riding on strong wind currents. Bluehorn dragons are master hunters who don't play with their food, but rather with the whole idea of the hunt itself. They stalk their prey by whatever means necessary and feed on a variety of creatures and other things. Crustaceans and large reptiles are among their favorites, as they love tearing through the tough shells and having fights with giant crocodilians. Sometimes when hunting prey such as large rauisuchians, the dragons will circle their prey before diving in to make a dramatic effort of a fight. Bluehorn dragons are famous for their long, obsidian-colored horns, which dragon-hunters of all kinds happily craft them into marvelous lances or other polearms. The dragons themselves only fully develop their horns in late teenagerhood, most likely to attract potential mates. As the dragon grows older, its horns harden, become more refined, and increase in size. This allows young adult or older bluehorn dragons to use their horns in a devastating charge against attackers, which they usually use to topple ground-based enemies.
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