Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Last Resort (1/Week). If the dragon is under 25 hit points at the start of its turn and within 80ft of its lair. It can use its movement to fly back into the well, Getting +(2d8 + 6) to all attacks
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) acid damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 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.
Blinding Acid Breath (Recharge 5–6). The dragon exhales blinding acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) acid damage and getting blinded for 2 turns on a failed save, or half as much damage without getting blinded on a successful one.
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.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Ancient cyan dragons dwell around an acid well on high mountains. A black dragon’s lair is the area around this well, providing a deep underwater cave where the dragon rests, and where its victims can get cleaned by the acid. The lair is littered with the clean bones and teeth of previous victims and the decomposing carcasses of fresh kills.
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:
- A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
- A cloud of blinding acid 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 it 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.
Regional Effects
The region containing a legendary cyan dragon's lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Fog lightly obscures the land within 6 miles of the dragon’s lair. This fog irritates the skin and makes it feel itchy.
- Acidic mystics scour the land within 6 miles of the lair. An acidic mystic 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).
If the dragon dies, acidic mystics disappear instantly, and the fog dissipates over 1d10 days.
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