Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) slashing 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 dragon's choice that is within 120 feet of the dragon 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 dragon's Frightful Presence for the next 24 hours.
Slashing Breath (Recharge 5–6). The dragon's tongue slashes at anyone in a 60-foot cone. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) slashing damage on a failed save, or half as much damage 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 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.
Lair and Lair Actions
Devil dragons mostly remain in the caves of the nine hells, surrounded by undead, thriving in the torment of lost souls.
The Devil Dragon's lair is surrounded by blood, slashed corpses, and the souls under it's command.
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 stalactite is severed 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) piercing damage and be knocked prone and impaled. The buried target is restrained and unable to move or stand up. A creature can take an action to make a DC 10 Strength check, ending the impaled state on a success.
- A cloud of souls 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 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.
- Blood spills onto a 10ft radius in the lair, causing anyone moving on it to roll a dexterity saving throw DC 18 or fall prone
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:
- Ghoul's screams can be heard from within 6 miles of the lair.
- Allips scour the land within 6 miles of the lair. A Allip has the statistics of an Allip.
- Ghostly fog heavilly obscures small areas of the Devil Dragon's lair
If the dragon dies, the Allips disappear immediately, and the ghoulish screams abate within 1d10 days. Any sinkholes remain where they are.
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