Large swarm of Large dragons, Neutral
AC 18    Initiative +0 (10)
HP 224 (16d10 + 64)
Speed 40 ft., burrow 20 ft., fly 80 ft.
Mod Save
STR 21 +5 +14
DEX 10 +0 +8
CON 19 +4 +12
Mod Save
INT 14 +2 +8
WIS 13 +1 +10
CHA 17 +3 +10
Skills Perception +9
Immunities Lightning
Senses Blindsight 30, Darkvision 120, Passive Perception 19
Languages Common, Draconic Draconic, Common
CR 9 (XP 5,000; PB +4)
Traits

 

  • Lightning Immunity: The dragon’s scales act as biological insulators. It takes zero damage from lightning, allowing it to fly through thunderstorms or use its own breath weapon in tight spaces without risk to itself.

  • Superior Senses:

    • Blindsight (30 ft.): Within this range, the dragon doesn't need eyes. It can "see" invisible creatures or perceive surroundings in total magical darkness through echolocation or vibrations.

    • Keen Perception (Passive 19): With a +9 bonus, this dragon is nearly impossible to sneak up on. It will almost always notice a party attempting a stealthy approach.

  • Burrower: Unlike other Chromatic dragons, the Blue Dragon can move through sand, loose earth, or talus at 20 ft. per round. It can use this to gain Full Cover underground between turns.

 

Actions

 

  • Lightning Rend: This is a specialized trait of the 2024 "Modified" dragon. Instead of just using physical force, the dragon’s claws are constantly wreathed in electricity. This ensures that even if a player has resistance to non-magical physical damage, the 1d10 lightning damage will still hit with full force.

  • Linear Breath Weapon: Unlike the "Cone" used by Red or White dragons, the Blue Dragon’s breath is a 60-foot line. This requires tactical positioning; the dragon will look to "skewer" the party by catching the front-line tank and the back-line wizard in a single straight bolt.

  • Recharge Mechanic (5–6): This represents the dragon "building up" its internal electrical charge. At the start of each of its turns, you roll a d6; on a 5 or 6, it regains the ability to use its breath weapon.

 

 

Bonus Actions

Bonus Action Name. None 

Reactions

1. Reactive Tail Swipe

This is the most common reaction for dragons to prevent players from surrounding them.

  • Trigger: A creature the dragon can see enters its reach (10 ft.) or moves within its reach.

  • Effect: The dragon makes a Tail attack (typically $+9$ to hit, $2d8+5$ bludgeoning damage). If the hit connects, the target must succeed on a DC 17 Strength Saving Throw or be knocked Prone.

  • Flavor: The dragon’s tail is a massive, whip-like muscle that punishes anyone trying to get into its "blind spot."

2. Arcane Grounding (Anti-Mage)

Since this dragon is "Modified" with more elemental power, it can use its lightning affinity to disrupt attackers.

  • Trigger: The dragon takes damage from a creature within 60 feet.

  • Effect: The dragon retaliates with a spark of static. The attacker must make a DC 16 Dexterity Saving Throw, taking $2d10$ lightning damage on a failure, or half as much on a success.

  • Flavor: Electricity leaps from the dragon’s scales toward the source of its pain, acting like a biological "Thorns" effect.

3. Lightning Flash (Defensive)

Blue dragons are associated with blinding desert sun and bright bolts of energy.

  • Trigger: The dragon is targeted by an attack it can see.

  • Effect: The dragon’s scales emit a blinding strobe of blue light. The attacker has Disadvantage on the attack roll.

  • Flavor: A momentary "flashbang" effect that forces the attacker to squint or look away at the crucial moment.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Trait Description
Temperament Calculating, Arrogant, Orderly
Movement Style High-speed aerial strafing or "sharks" through the sand
Social Demands respect/tribute; speaks with cold, booming authority
Fear Factor The crackle of electricity and the smell of ozone before it appears

. Physical Appearance

  • The "Modified" Build: With 224 Hit Points (its absolute maximum), this dragon is exceptionally muscular and sturdy for its age. Its scales are not just blue; they are likely thicker and more "glassy" from the intense heat of its own lightning, acting as a form of natural organic armor.

  • The Horn: A singular, massive, sand-abraded horn protrudes from its head. In this modified version, you might see blue sparks constantly jumping between the horn and its wingtips.

  • Ozone Scent: A creature of this power level carries a permanent scent of ozone and parched earth. The air around it feels "heavy" and charged, like the moment before a massive thunderstorm breaks.


2. Behavioral Traits

  • Vain and Territorial: Blue dragons are the most vain of all chromatic dragons. This "Young" dragon likely considers itself superior to even older dragons of other colors. It keeps its scales meticulously clean of sand and takes great pride in its "perfect" maximum-HP physique.

  • The Desert Executioner: Because it is Lawful, it follows a strict internal code or hierarchy. It doesn't kill for fun; it kills because you are a trespasser or because you have failed to pay a tribute it feels it is owed.

  • Combat Intelligence: With an Intelligence of 14 (+2), it is smarter than the average human. It will identify the party's healer or the wizard in robes immediately. It won't waste its Lightning Breath on a single target; it will fly and hover, waiting for the perfect moment to "line up" three or more victims.


3. Habitat and Lairing

  • Sinkholes and Canyons: It prefers high-altitude lairs where it can watch the horizon or underground chambers reachable only by Burrowing.

  • Glass-Scarred Lairs: A unique characteristic of its lair is the presence of Fulgarites (tubes of glass formed when lightning hits sand). It might use its breath weapon to intentionally create glass sculptures or barriers to funnel intruders into kill zones.

  • The Hoard: It has a specific obsession with Gems, particularly blue ones like sapphires. Unlike a Red dragon that just wants gold, the Blue dragon appreciates the "orderly" beauty of gemstones and jewelry.


4. Signature "Modified" Quirks

To reflect the specific mechanical changes in your stat block (like the Rend attack), you can describe these flavor traits:

  • Arcane Arcing: When the dragon uses its Multiattack, describe the lightning "jumping" from its claws into the ground or nearby metal objects, signifying the extra $1d10$ lightning damage.

  • Implacable Will: Its high hit points mean it doesn't show pain easily. It fights with a terrifying, calm efficiency even when its scales are cracked and bleeding.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: CoastalDesert

Brave_husky

Comments

Posts Quoted:
Reply
Clear All Quotes