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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) Force damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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.
Force Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) Force damage on a failed save and be knocked back 15 feet or half as much damage on a successful one and not be knocked back.
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 25 Dexterity saving throw or take 17 (2d6 + 10) force damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
A cobalt dragon is impeccably clean, and often smell of what ever fragrance they chose for the day. Though naturally they have a very metallic scent of copper. When they can avoid it a Cobalt dragon stays away from dirt and grime, but it would be a mistake to think they wont get their hands dirty.
Lair and Lair Actions
A Cobalt Dragon’s Lair
Cobalt dragons do not have a tendency for one type of lair location over the others and in fact might not even have a lair. Some prefer to live in cities and walk about in mortal form, only shedding flesh to sleep in a secluded location. Other may have a castle build in an area they particularly enjoy. A few might even decorate a cave. Though never assume their desire for comfort and aesthetic causes them to lack in defenses. A Cobalt dragons lair might be as dangerous as the dragon themselves.
With its hoard well protected deep within the lair, a cobalt dragon spends as much of its time relaxing, gathering, or learning. Much smarter than the average dragon a Cobalt uses its own might only when needed and instead employs adventurer, slaves, and workers to expand their hoards.
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:
- Metallic spikes erupt from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius spear. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) Piercing damage on a failed save, or half as much damage on a successful one.
- A sheets of metal fly circle out at ankle height all creatures in the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- A Metal storm forms in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the storm must succeed on a DC 13 Constitution saving throw or take 2d12 slashing damage and be subject to a 1d10 bleed at the start of each turn for 1d6 turns. On a successful save a creature takes half damage and does not bleed. A creature makes this save their first time they enter the storm, if they start a turn, or end a turn in the storm
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
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