Legendary Resistance (3/Day). If Zalroth fails a saving throw, he can choose to succeed instead.
Living Shadow. While in dim light or darkness, Zalroth has resistance to damage that isn’t force, psychic, or radiant.
Shroud of Shadow. Zalroth is cloaked in shadows that suck at the life force of the creatures he strikes dealing an additional 11(2d10) Necrotic damage(already included). Any Creature that stands within 10 feet of Zalroth takes 11(2d10) Necrotic Damage as the Shadow Shroud lashes out at all those near him.
Night Eyes. Zalroth can see in normal and magical darkness.
Shadow Stealth. While in dim light or darkness, Zalroth can take the Hide action as a bonus action.
Magical Weapons. Zalroths attacks are magical.
Sunlight Sensitivity. While in sunlight, Zalroth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Limited Magic Immunity. Zalroth can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting. Zalroth's spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells, requiring no material components:
at will: Darkness(Requires no Concentration), Stone Shape.
1/day each: Armor of Agathys(8th level version necrotic damage), Crown of Stars(8th level version 10 motes, Necrotic Damage), Feeblemind, Illusory Dragon, Maddening Darkness, Mighty Fortress, Soul Cage, Teleport.
Multiattack. Zalroth can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 11 (2d10) lightning damage, plus 11(2d10) necrotic damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage, plus 11(2d10) necrotic damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage, plus 11(2d10) necrotic damage.
Frightful Presence. Each creature of the Zalroth's choice that is within 120 feet of the dragon and aware of him must succeed on a DC 24 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 Zalroth's Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5–6). Zalroth exhales lightning in a 120--foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Shadow Breath (Recharge 5–6). Zalroth exhales shadowy storm of Lightning in a 120-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 88 (16d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after Zalroth in the initiative count. The shadow is under Zalroth's control.
Change Shape. Zalroth magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (the Zalroth's choice).
In a new form, Zalroth retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Zalroth 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. Zalroth regains spent legendary actions at the start of his turn.
Darkness. Zalroth Casts Darkness.
Detect. Zalroth makes a Wisdom (Perception) check.
Tail Attack. Zalroth makes a tail attack.
Wing Attack (Costs 2 Actions). Zalroth beats its wings. Each creature within 15 feet of Zalroth must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Zalroth can then fly up to half his flying speed.
Lair and Lair Actions
Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.
A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.
Lair Actions
On initiative count 20 (losing initiative ties), Zalroth takes a lair action to cause one of the following effects; Zalroth 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 Zalroth 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 Zalroth can see. They must be within 120 feet of Zalroth 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.
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.
If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.







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