Gargantuan Dragon, Any Alignment
Armor Class 25 (natural armor)
Hit Points 600 (30d20 + 285)
Speed 60 ft., Burrow 60 ft., Fly 100 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
20 (+5)
WIS
19 (+4)
CHA
23 (+6)
Saving Throws DEX +9, CON +19, WIS +13, CHA +15
Skills Arcana +11, Intimidation +16, Perception +17, Stealth +16
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 30
Languages Abyssal, Celestial, Common, Draconic, Infernal, Primordial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Shocking Body. Creatures within 5 feet on the dragon take 5 lightning damage at the end on their turn. 

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 20). It can cast the following spells, requiring no material components.

At will: Mage Hand, Thunderwave, Witch Bolt, Clairvoyance

3/day each: Chain Lightning

1/day each: Plane Shift, Control Weather, Storm of Vengeance

Actions

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: +16 to hit, reach 15 ft., one target. Hit: 23 (2d10 + 12) piercing damage plus 14 (2d10 + 3) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (2d6 + 12) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d8 + 11) 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 23 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.

Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-­-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 110 (20d10) lightning damage on a failed save, or half as much damage on a successful one.

Storm Breaker  (Recharge 7-10). The dragon charges up for the first round it uses this action. The Shocking Body trait increases its range to 10 feet during that round. On its next turn, it emits a 50-foot-radius sphere centered on the dragon. Each creature in range must make a DC 30 Dexterity saving throw, taking 165 (30d10) lightning damage that bypasses immunities and resistances on a failed save, or half as much damage on a successful one. If the dragon takes 50 damage it must make a DC 30 Constitution saving throw, causing the attack to end and for the dragon to wait till its recharge is completed on a failed save.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 19 (2d6 + 12) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The pronounced horn crackles with lightning when angered and its spine glows an electric blue. Its wings glow with a faint light in the dark.

Lair and Lair Actions

Blue Dragonlord's Lair 

The Blue Dragonlord is the most nomadic of the dragonlords and rarely stays in one location for long. It finds naturally formed caves to rest in whenever it becomes tired. 

If it finds a treasure it wants to keep. It plane shifts with its newly acquired treasure to its hidden hoard. The Blue Dragonlord is able to sense if there are intruders in its lair even when it is in a different plane.

Throughout the lair, it hangs paintings and monuments of locations it has visited.

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:

  • Lightning strikes from above at creatures within 30 feet of the dragon. They must make a DC 10 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.  
  • 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.

Habitat: CoastalDesertMountain

SpiritOfBattle1104

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