Adult Blue Dragon

Blue Dragon, Adult

Huge dragon, lawful evil

16
Challenge Rating
15000 XP

The adult blue dragon dominates the desert skies with its majestic presence. Its scales shimmer like sapphires, radiating an electric aura. With immense wings and a serpentine body, it soars effortlessly through stormy winds. Its piercing gaze holds a mix of arrogance and cunning. Lightning crackles along its horned head and along the edges of its wings. Known for its fierce territorial nature, it rules over vast desert expanses, using sandstorms as both a weapon and a shield. Its thunderous breath can unleash destructive bolts of lightning, and its razor-sharp claws and teeth can tear through foes with precision. A true embodiment of power and control, the adult blue dragon strikes fear into the hearts of those who dare cross its path.

Special Abilities

Legendary Resistance

If the dragon fails a saving throw, it can choose to succeed instead.

Usage: 3 per day

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
  • Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
  • Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
  • Frightful Presence: Each creature of the dragon’s choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 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: The dragon exhales lightning in a 90-foot line that is 5 ft. 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.

Legendary Actions

  • 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 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

  1. Static Charge: On initiative count 20 (losing initiative ties), the dragon can electrify the air within its lair. Metallic objects within 60 feet of the dragon become magnetized and slightly electrified. Creatures wearing metal armor or carrying metal weapons must succeed on a DC 14 Dexterity saving throw or take 5 (1d10) lightning damage as sparks fly towards them.
  2. Sandstorm Whirl: The dragon can summon a swirling sandstorm in a 30-foot radius centered on a point it can see within 120 feet. The area becomes heavily obscured, and creatures ending their turn within the sandstorm take 3 (1d6) slashing damage from the abrasive, wind-driven sand.
  3. Illusory Terrain: The dragon can alter the perceived landscape within its lair to confuse and disorient intruders. It targets a 50-foot square area it can see within 120 feet. For 1 minute, that area appears to be difficult terrain of the dragon’s choice (quicksand, deep chasms, etc.), though it remains physically unchanged. A creature that enters the area or starts its turn there must make a DC 15 Intelligence (Investigation) check to recognize the illusion.

Blue Dragon Regional Effects

  • Electric Storms: Storm clouds are common within 1 mile of the dragon’s lair, charged with the dragon’s electric energy. Lightning strikes are more frequent, and the sound of thunder is constant. Creatures exposed to rain from these storms feel a tingling sensation but are not harmed. The dragon can communicate through the thunder, allowing it to send messages or threats.
  • Mirages: The desert landscape within 1 mile of the lair is filled with mirages, making navigation extremely difficult. Travelers may see illusions of water, shelter, or even cities that vanish as they approach. These mirages can lead unwary travelers further into the desert or into hazards.
  • Oasis Control: Water sources within the dragon’s territory, such as oases, can be manipulated by the dragon. It can cause them to appear poisoned or dry up entirely, only to return to normal once the dragon wills it. This effect is used to lure or repel creatures, as the dragon sees fit.

Lore

The Stream

Armor Class: 19 (natural armor)
Hit Points: 225 (18d12+108)
Speed: 40 ft. (walk), 30 ft. (burrow), 80 ft. (fly)
str
+7
25
dex
+0
10
con
+6
23
int
+3
16
wis
+2
15
cha
+4
19
Damage Immunities: lightning
Proficiency Bonus: +5

Proficiencies

  • Saving Throw: DEX +5
  • Saving Throw: CON +11
  • Saving Throw: WIS +7
  • Saving Throw: CHA +9
  • Skill: Perception +12
  • Skill: Stealth +5

Senses

  • Passive Perception: 22
  • Blindsight: 60′
  • Darkvision: 120′
Languages: Common, Draconic
Environment: Coastal, Desert

Credits: SRD 5.1