Earth swim. When walking along the ground or burrowed, the sapphire dragon may use a bonus action to move their burrow speed.
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 and 14 (4d6) psychic 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 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 the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Sonic Breath. The dragon exhales a sonic blast in a 90-foot cone. Each creature in that area must make a DC 24 Intelligence saving throw, taking 71 (13d10) psychic damage and losing concentration on a failed save, or half as much damage on a successful one. A creature with Int 6 or lower has disadvantage on this saving throw.
Sonic Destruction. The dragon focuses it's psychic abilities and focuses it's sonic breath weapon into a concentrated line of sound. The dragon exhales a sonic blast in a 120-foot line that is 5 feet wide. Each creature in that area must make a DC 24 CON saving throw, taking 143 (26d10) psychic damage on a failed save, or half as much on a successful one. Anything that is reduced to 0 HP with this attack is immediately destroyed from sheer force. Living creatures fail two death save throws immediately and objects not being worn or carried are destroyed.
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.
Mind lash (2 actions) The dragon reaches out with its psyche, attempting to temporarily crush an enemy's will beneath their own. One creature within 15 feet makes a DC 21 intelligence saving throw, taking 16 (3d6+6) psychic damage and being inflicted with the charmed condition until the end of the next round on a failed save. The charmed creature may not attack or use any action other than the object interaction action.
Lair and Lair Actions
Sapphire Dragon's Lair
The sapphire dragon lives underground in the heart of a sprawling tunnel network. They are surrounded constantly by their subjects and thralls, who function as guards, caretakers and servants for the dragon's hoard and the dragon itself. The lair for this reason almost resembles a hive and often acts as a sprawling metropolis, with multiple districts and perhaps even a guild or two nestled within it. Due to necessity a sapphire dragon may allow a kingdom or two to settle an embassy within their lair, but they are kept there only under the strictest scrutiny and by mercy of the great beast.
Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects.
- A psionic scream ripples from one point of the dragon's choosing, assaulting the minds of creatures nearby. The dragon targets a 10 foot cube, forcing creatures within this radius to make a DC 15 intelligence saving throw. On a failed save creatures within are dealt 14 (4d6) psychic damage.
- The dragon creates a wall of sound that is 60 feet long, 30 feet high and 10 feet thick. Creatures who start their turn in this wall or who move through this wall during their turn must make a DC 15 constitution saving throw or lose all remaining movement they have for the round as the cacophony temporarily overwhelms them. Creatures within 100 feet of this wall have disadvantage on perception and investigation checks made to identify sounds.
- One thrall within 200 feet of the dragon is given a psionic command that spurs them to greater action. The target thrall can use their movement and immediately takes the attack, dash, disengage or dodge action, at the dragon's discretion.
Regional effects
A legendary sapphire dragon's lair is warped by the dragon's magic, creating one or more of the following effects.
- The dragon may identify if any creature that it can see within 2 miles of its lair is one of its thralls or otherwise under the dragon's telepathic control.
- The dragon can communicate with any thrall that is within their lair telepathically from across any distance as a free action, allowing the dragon to know if there are visible intruders within the walls, and allowing it the chance to organize a defense against such creatures if there are multiple thralls currently stationed within.
- The dragon's influence slowly converts the rock and stone within their lair into semi-sentient sapphire that enhances the psionic capabilities of those who consume or imbue the material within themselves. A creature exposed to this stone for long enough may spontaneously develop some kind of minor psionic effect, or might have a psionic effect enhanced by their exposure. Such changes happen gradually, often over the course of decades. These crystals are the dragon's main source of food, and they bolster its psyche and refresh its spirits. Even after the dragon's death, these gem stones will remain until either consumed or their psionic energy is used up, at which point they crumble into dust and are no longer magical.
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