Sorlen, an Ancient Female Brown Dragon
Brown Dragons rarely fly, if at all. Instead they move through the sand at great speed. Their breath weapon is either a blast of sand, or a stream of acid, or, in some cases, a mix of both.
Sorlen is ancient and lives underground, near the human City of the Pharos, in lavish and well protected rooms. She lives with her consort, Alcoze Tharogre, a male Drow.
Neither Alcoze nor Sorlen venture to the surface much anymore. But the entrance to their underground complex still exists to the northeast of the City of the Pharos. It is a long tunnel leading underground at about a 45 degree angle. All along are insects that watch any trespassers and they scamper about and they are the spies of Sorlen so by the time anyone gets into this tunnel, Sorlen knows they are there. This tunnel ends at a set of doors that are magically sealed. But the insects are able to just pass through the wall, even though no cracks can be seen in the walls.
Relationships
Beyond 20
Sorlen, female Ancient Sand Dragon
Gargantuan Dragon, Neutral Evil
Armor Class 22 (natural armor)
Hit Points 500 (26d20 + 208)
Speed 60 ft., burrow 60 ft., fly 40 ft.
Roll Initiative! +3
STR 30 (+10) DEX 16 (+3) CON 28 (+9) INT 22 (+6) WIS 18 (+4) CHA 22 (+6) Saving Throws: DEX +10, CON +16, WIS +11, CHA +13
Skills: Deception +12, Insight +12, Perception +17, Persuasion +12, Stealth +12
Damage Vulnerabilities: Cold
Damage Resistances: Fire, Lightning
Damage Immunities: Acid, Poison
Condition Immunities: Frightened, Poisoned
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages: Common, Draconic, Elvish, Minotaur, Orc, Sphinx
Challenge 23 (50,000 XP)
Proficiency Bonus +7
LEGENDARY RESISTANCE (3/DAY)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
TUNNELER
Tunneler. The dragon can burrow through solid rock at half its burrow speed and leaves a 20-foot-diameter tunnel in its wake.
CAN TURN TO SAND
Can turn to sand as a movement action. And it then takes another movement action to turn back into the dragon. In sand form, the only thing that can harm it is fire (full damage) or lighting (half damage). In sand form, it has a movement speed of 20.
CAN HIDE IN SAND, +10 TO STEALTH IF IN SAND
Can hide in sand, +10 to stealth if in sand
COUNTERSPELL Counterspell TIME STOP Time Stop MAZE Maze, sending the creature to one of the two pyramids SUNBURST Sunburst TELEPORT Teleport WHIRLWIND Whirlwind HARM Harm TRUE SEEING True Seeing STEEL WIND STRIKE Steel Wind Strike WALL OF FORCE Wall of Force MODIFY MEMORY Modify Memory GRAVITY SINKHOLE Gravity Sinkhole POLYMORPH Polymorph COUNTERSPELL Counterspell DISPEL MAGIC Dispel Magic FIREBALL Fireball LIGHTNING BOLT Lightning Bolt SLOW Slow WALL OF SAND Wall of Sand ACID ARROW Acid Arrow EARTHBIND Earthbind SEE INVISIBILITY See Invisibility SILENCE Silence WARDING WIND Warding Wind SHIELD Shield Actions MULTIATTACK Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
BITE Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 10) piercing damage plus 11 (2d10) acid damage.
CLAW Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
TAIL Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
FRIGHTFUL PRESENCE
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 20 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.
BLAST OF CORROSIVE SAND (RECHARGE 5–6)
Blast of Corrosive Sand (Recharge 5–6). The dragon exhales corrosive, scouring sand in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 36 (8d8) acid damage plus 36 (8d8) bludgeoning damage and being blinded on a failed save, or half as much damage without being blinded on a successful one. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. A target reduced to 0 hit points by this damage dies and disintegrates into a pile of sand and dust.
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
Detect. The dragon makes a Wisdom (Perception) check.
TAIL ATTACK
Tail Attack. The dragon makes a tail attack.
TURN TO SAND (BUT IT THEN WOULD TAKE A MOVE ACTION TO TURN BACK INTO A DRAGON)
Turn to sand (but it then would take a move action to turn back into a dragon)
Lair and Lair Actions
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. The floor turns to quicksand. Each creature must succeed on a DC 15 Dexterity saving throw or be restrained 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: Sand storms 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.
Hit Points 500 (26d20 + 208)
Speed 60 ft., burrow 60 ft., fly 40 ft.
Roll Initiative! +3
STR 30 (+10) DEX 16 (+3) CON 28 (+9) INT 22 (+6) WIS 18 (+4) CHA 22 (+6) Saving Throws: DEX +10, CON +16, WIS +11, CHA +13
Skills: Deception +12, Insight +12, Perception +17, Persuasion +12, Stealth +12
Damage Vulnerabilities: Cold
Damage Resistances: Fire, Lightning
Damage Immunities: Acid, Poison
Condition Immunities: Frightened, Poisoned
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages: Common, Draconic, Elvish, Minotaur, Orc, Sphinx
Challenge 23 (50,000 XP)
Proficiency Bonus +7
LEGENDARY RESISTANCE (3/DAY)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
TUNNELER
Tunneler. The dragon can burrow through solid rock at half its burrow speed and leaves a 20-foot-diameter tunnel in its wake.
CAN TURN TO SAND
Can turn to sand as a movement action. And it then takes another movement action to turn back into the dragon. In sand form, the only thing that can harm it is fire (full damage) or lighting (half damage). In sand form, it has a movement speed of 20.
CAN HIDE IN SAND, +10 TO STEALTH IF IN SAND
Can hide in sand, +10 to stealth if in sand
COUNTERSPELL Counterspell TIME STOP Time Stop MAZE Maze, sending the creature to one of the two pyramids SUNBURST Sunburst TELEPORT Teleport WHIRLWIND Whirlwind HARM Harm TRUE SEEING True Seeing STEEL WIND STRIKE Steel Wind Strike WALL OF FORCE Wall of Force MODIFY MEMORY Modify Memory GRAVITY SINKHOLE Gravity Sinkhole POLYMORPH Polymorph COUNTERSPELL Counterspell DISPEL MAGIC Dispel Magic FIREBALL Fireball LIGHTNING BOLT Lightning Bolt SLOW Slow WALL OF SAND Wall of Sand ACID ARROW Acid Arrow EARTHBIND Earthbind SEE INVISIBILITY See Invisibility SILENCE Silence WARDING WIND Warding Wind SHIELD Shield Actions MULTIATTACK Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
BITE Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 10) piercing damage plus 11 (2d10) acid damage.
CLAW Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
TAIL Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
FRIGHTFUL PRESENCE
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 20 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.
BLAST OF CORROSIVE SAND (RECHARGE 5–6)
Blast of Corrosive Sand (Recharge 5–6). The dragon exhales corrosive, scouring sand in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 36 (8d8) acid damage plus 36 (8d8) bludgeoning damage and being blinded on a failed save, or half as much damage without being blinded on a successful one. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. A target reduced to 0 hit points by this damage dies and disintegrates into a pile of sand and dust.
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
Detect. The dragon makes a Wisdom (Perception) check.
TAIL ATTACK
Tail Attack. The dragon makes a tail attack.
TURN TO SAND (BUT IT THEN WOULD TAKE A MOVE ACTION TO TURN BACK INTO A DRAGON)
Turn to sand (but it then would take a move action to turn back into a dragon)
Lair and Lair Actions
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. The floor turns to quicksand. Each creature must succeed on a DC 15 Dexterity saving throw or be restrained 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: Sand storms 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.
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Children