Lightning Horn. The dragon's horn helps it to channel its lightning breath. The horn has an AC of 18, and creatures have a -5 penalty penalty on attack rolls to hit the horn. Hitting the horn deals damage to the dragon as normal. Once the dragon has taken 40 damage in this way, it's breath weapon recharges on a roll of 6 only, instead of a roll of 4-6, its breath weapon's damage is reduced to 44 (8d10) and the dragon can no longer use its lightning strike.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
1/day each: arcane eye, create or destroy water, dimension door, major image
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead, and attack rolls against the dragon have advantage until the start of the dragon's next turn.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can replace its bite attack with a use of lightning strike.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage and the target must succeed on a DC 19 Constitution saving throw or be stunned until the start of the dragon's next turn.
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 Strike. Ranged Weapon Attack: +11 to hit (with advantage of the target is wearing metal armor), range 40/60 ft., one target. Hit: 17 (5d6) lightning 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.
Lightning Breath (Recharge 4–6). 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. A creature that fails the save can't take reactions until the end of the dragon's next turn.
Change Shape. The dragon magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Lightning Blood. When the dragon is reduced to 112 hit points, its body and blood begin to crackle with lightning. For 1 minute, any creature within 10 feet of the dragon when it takes damage takes 11 (2d10) lightning damage.
Wing Block. When the dragon takes damage, it can use its wings to intercept the source of the damage, reducing it by half. The dragon's flying speed is then reduced by 20 feet until the end of its next turn.
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 Swipe. The dragon makes a tail attack.
Breach (Costs 2 Actions). The dragon burrows up to its speed and breaches the surface. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage, fly up 10 feet, then fall.
Lightning Storm (Costs 3 Actions). The dragon creates bolts of lightning that strike up to three creatures it can see within 120 feet of itself. Each target must succeed on a DC 19 Dexterity saving throw or take 22 (4d10) lightning damage. The dragon then flies up to half its flying speed.
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.
- Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.
- The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (2d6) bludgeoning damage and landing prone. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.
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.
- Dust devils scour the land within 6 miles of the lair. A dust devil 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).
- 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.
- Creatures that spend a year within 1 mile of the dragon's lair find blue objects fascinating and feel compelled to acquire them at every opportunity.
- The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a DC 15 Intelligence (Investigation) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain.
- A sandstorm blows constantly within 1 mile of the dragon's lair.
If the dragon dies, the dust devils disappear immediately, and the other effects abate within 1d10 days. Any sinkholes remain where they are.
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