Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Storm Cloud (2/Day). If the dragon fails a saving throw it can choose to cause a billowing cloud that obscures vision, unless a creature makes a DC 17 Wisdom saving throw to not be stunned for 1 minute.
Draconic Power (1/Day). All creatures with the exception of Aron must take a DC 15 Wisdom saving throw or take 16 (2d8 + 7) Lightning Damage and become Blinded, Deafened, and Stunned.
Smoke Of The Storm (1/Day). Aron uses the spell Smoke Of the Storm ( Not an original spell ) until he takes 60 or more damage. If the damage is taken, creatures who gave him this damage must take a DC 14 Strength saving throw to prevent him from reactivating the spell. However, if reactivated the creatures only need to do 10 Damage to Aron to redo the strength saving throw.
Dragon's Rage. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Harsh Bite. Melee Weapon Attack: +16 to hit, reach 12 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw Slash. Melee Weapon Attack: +13 to hit, reach 7 ft., two targets. Hit: 16 (2d8 + 7) slashing damage.
Tail Bash. Melee Weapon Attack: +12 to hit, reach 15 ft., two targets. Hit: 18 (2d10 + 7) 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 18 Wisdom saving throw or become frightened for 2 minutes. 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 5–6). 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.
Thundering Strike (Recharge 5-6). The dragon channels its lightning through its throat creating a ball of lightning energy in its mouth, and it quickly spits the ball out anywhere in a length of 50 feet which is 10 feet wide. Each creature in that area must make a DC 19 Dexterity saving throw, taking 66(12d10) lightning damage on a failed save, or half as much outside 5 feet radius on a failed save, and a third as much on a succesful save.
True Sight (Recharge 1-3). If the dragon does a DC 19 Wisdom saving throw and succeeds, it detects any spells being prepared and prepares to attack the caster.
Whenever Aron is hit by any ranged spell/weapon/projectile he instinctively chooses between Lightning Breath or Thundering Strike depending on the target's location and the allies' proximity to that target. Any melee attack will be reacted to by the dragon's arsenal of melee weapons attack. If the dragon gets any effect of any kind (Blinded, Deafened, etc.) It will either activate Storm Cloud or Legendary Resistance depending on Aron's health. The dragon may also choose to do a Wisdom check every turn. It will use God Of Lightning when close to death or decide to use Draconic Power. He will use Smoke of the Storm if he loses all his armor in any way.
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.
Dragon's Perception. The dragon makes a Wisdom (Perception) check.
God Of Lightning. The dragon uses three attacks in one turn, giving itself blindness, and deafening after using this action. The dragon uses Lightning Breath once, and then follows up with two Thundering Strike attacks. If it does this any one character it chooses to target must make a DC 23 saving throw, to avoid the falling debris and the attack. All other creatures must make a DC 20 Dexterity saving throw or take 132 lightning damage (24d10)
Winged Fury (Costs 2 Actions). The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d8 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
A Dark-blue dragon with occasional lightning arcs streaking across its heavy scales, its eyes emit an intimidating glare, occasionally flashing in hopes of terrifying an enemy. Its claws are metallic, and its teeth as sharp as a sword. Its tail flicks when its angry and when Aron feels threatened it extends its tail behind the creature/creatures in hope of making them feel small. Aron also has a large scar running through his right eye, but it did not blind him. His lair is packed with the remains of many dead bodies. He also has spiked scales in an arc along his spine and tail.
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), 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.
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.
Previous Versions
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5/3/2020 8:06:23 PM
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4
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1.5
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5/3/2020 8:49:51 PM
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6
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1
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Coming Soon
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