Huge Dragon (Chromatic, Metallic), Lawful Neutral
AC 22 Natural Armor    Initiative +14 (24)
HP 378 (28d12 + 196)
Speed 50 ft., Fly 100 ft.
Mod Save
STR 26 +8 +14
DEX 15 +2 +8
CON 25 +7 +13
Mod Save
INT 16 +3 +3
WIS 17 +3 +9
CHA 21 +5 +5
Skills Athletics +14, Intimidation +11, Perception +15, Stealth +8
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Cold, Lightning, Radiant; Frightened, Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 25
Languages Celestial, Common, Draconic
CR 20 (XP 25,000, or 50,000 in lair; PB +6)
Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the Blue Eyes White Dragon fails a saving throw, it can choose to succeed instead.

Flyby. Blue Eyes White Dragon doesn't provoke opportunity attacks when it flies out of an enemies reach.

Majesty with Eyes of Blue. Blue Eyes White Dragon possess a majestic body of sharp, crystal-like scales, increasing the lethality of its melee attacks and dealing an extra 4 (1d8) Slashing damage on each successful hit.

Spellcaster's Bane. Blue Eyes White Dragon can sense the magical nature of spellcasters and has advantage on all attack rolls against them.

The Inevitable Arrives. When the Blue Eyes White Dragon is defeated or slain, roll a d100.  On a 1-74, nothing happens.  On a 75-100, the Blue Eyes Jet Dragon appears and initiates combat.  

Actions

Multiattack. The Blue Eyes White Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Piercing damage plus 11 (2d10) Radiant damage plus 4 (1d8) Slashing damage.

Claw. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Slashing damage.

Tail. Melee Attack Roll: +14, reach 20 ft. Hit: 19 (2d10 + 8) Bludgeoning damage plus 4 (1d8) Slashing 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 19 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.

Roar of the Blue-Eyed Dragon (1/day). Blue Eyes White Dragon unleashes a roar filled with draconic might and magic.  For the next three rounds, Blue Eyes White Dragon has Advantage on all melee attack rolls.  Furthermore, roll a (1d100) to determine if any of the following occur:

  • 1-25: The roar summons 1-2 (at DMs discretion) nearby Dragon Spirits of White to assist in the battle
  • 26-59: The roar echoes across the land, but nothing else occurs
  • 60-79: The magic in the roar grants a surge of power to the Blue Eyes White Dragon, giving it one extra use of its Breath Weapon (or recharging it if it is expended)
  • 80-100: A mysterious divine power infuses itself with the Blue Eyes White Dragon, transforming it into the Blue Eyes Alternative White Dragon

Burst Stream of Destruction (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 77 (14d10) Radiant damage. Success: Half damage.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the Blue Eyes White Dragon can expend a use to take one of the following actions. The Blue Eyes White Dragon regains all expended uses at the start of each of its turns.

Vision with Eyes of Blue (Costs 1 Action). The Blue Eyes White Dragon makes a Wisdom (Perception) check.

Tail Attack (Costs 1 Action). The Blue Eyes White Dragon makes a Tail attack.

Wingbeat of Giant Dragon (Costs 2 Actions). The Blue Eyes White Dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) Bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

White Lightning (Costs 3 Actions). The Blue Eyes White Dragon exhales a breath of lightning in a 30- foot cone. Each creature in that cone must make a DC 21 Dexterity saving throw, taking 30 (10d6) Lightning damage on a failed save, or half as much damage on a successful one.

Description

This legendary dragon is a powerful engine of destruction, whose ancestor was born from the forbidden union of a Metallic and a Chromatic dragon long ago. Very reclusive as a species and virtually invincible, very few have met this awesome creature face to face and even fewer have faced it in combat and lived to tell the tale.  Unlike other dragons, the Blue Eyes care not for the battle between their divine patrons and rarely interact with dragon species outside their own, choosing to spend their days away from civilization pursuing their own whims. They are prideful and quick to anger, but not malicious in nature or possessing of ill intents.  As a being possessing immense innate talent and might, the Blue Eyes White Dragon respects strength and power above all else, only bowing to those who have bested it in battle.  That said, the Blue Eyes species does seem to possess a code of honor and will not engage in combat unnecessarily, avoiding any altercation with those it considers fragile or frail altogether (unless said creature has done something to offend them). In fact, they have an inclination to help innocents who are discriminated against and wronged, becoming loyal and fierce shields for the oppressed.  It is precisely this behavior that led to some viewing them as symbols of divine protection and devoting their lives to worshipping their majesty....something the pride of the Blue Eyes is more than happy to accept.  The Order with Eyes of Blue is the name of the cult dedicated to the Blue Eyes White Dragon and are some of the few beings who can communicate with and call upon their aid when needed.

Unlike other dragon species, the Blue Eyes White Dragon has a great disdain for the magical arts cultivated by most mortals, feeling that most spellcasters gain cheap power by simply copying the knowledge and successes of those who came before them instead of developing their own unique abilities.  As such, they have a low opinion of Wizards and Sorcerers (though they will begrudgingly tolerate magic used by the Order with Eyes of Blue) and will be more aggressive towards them.  It is because of this and past quarrels that the Dark Magicians and their apprentices/disciples are considered the archenemies of the Blue Eyes White Dragon and the Order with Eyes of Blue.  Should a Blue Eyes encounter a Dark Magician, it will inevitably end in an epic battle.

Lair and Lair Actions

No living creature has set eyes upon the home of the Blue Eyes, though it is believed most of the species like to nest among the clouds and higher planes of the Heavenly Heights.  The few who have conversed with Blue Eyes about their home (typically those of the Order with Eyes of Blue) describe glorious abodes floating amongst the clouds surrounded in light, often beset by crashing waves of thunder and weather that is frigid and inhospitable to most.  This makes any treasure hordes the Blue Eyes accumulates hard to get to, though their preference for power over wealth and propensity to avoid preying on the weak means Blue Eyes often don't possess the same magnitude of riches other dragon species tend to acquire.  Any horde a Blue Eyes does have will have at least one White Stone of Legend or White Stone of Ancients, with the rest likely consisting of any offerings given by the Order with Eyes of Blue and/or items of power won in combat against powerful enemies.  

Lair Actions

On initiative count 20 (losing initiative ties), the Blue Eyes White Dragon takes a lair action to cause one of the following effects:

  • The majestic aura of the Blue Eyes White Dragon flares outward, demanding reverence and respect.  All creatures within 60 ft of the dragon must make a DC 15 Charisma saving throw or be stunned into silence.  A creature under this effect cannot make any Bonus Actions or Reactions and any spells requiring verbal components cannot be cast.  This effect lasts until initiative count 20 on the next round.
  • A bolt of lightning flashes down from the sky to a point the Blue Eyes White Dragon can see. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw. A creature takes 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one.

Regional Effects

The region containing a Blue Eyes White Dragon’s lair is warped by the dragon’s presence, which creates one or more of the following effects.

  • All light sources seem to shine brighter and harsher within the region.  This light seems to be infused with the Blue Eyes essence, interfering with spellcasting.  Saving throws to maintain concentration on spells are made at disadvantage while within the region.  The Blue Eyes White Dragon can choose a select number of creatures to be immune to this effect.
  • Rainless thunderstorms rage within 1 mile of the Blue Eyes' lair.  The constant flashes and booming thunder grants disadvantage to all perception checks made by those who enter the within range (excluding the Blue Eyes White Dragon).  The Blue Eyes White Dragon can choose a select number of creatures to be immune to this effect.

If the dragon dies or moves its lair elsewhere, these effects end immediately.

Habitat: Planar (Upper Planes)

Celauro

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