Blue
dragons are the vainest of all chromatics. They will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.
Blue dragons are patient and methodical. Given the chance, a blue dragon will turn combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again. When it hunts, a blue dragon will wait atop the tallest and most inaccessible peaks, swooping down for an opportunistic kill using stormclouds as cover. They prefer to dine on herd animals, cooking them with their innate lightning
Magic before gorging themselves. Their dining habits make blue dragons an enormous threat to mountainous and nomadic tribes.
Blue dragons are among the most skilled chromatics at harnessing their innate magic and are even capable of learning and casting spells.
Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for blue dragons, which reward loyal service handsomely. These servants are among the few allowed access to their mountainous lairs, for blue dragons keep their homes secret and well protected, even cultivating favorable habitats for dangerous creatures around their lairs for additional security. Thunderstorms rage around the peaks near a blue dragon's lair, daring to strike any who would approach.
Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the noblest and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems. The most valuable treasures are kept far above the world in the tallest mountain peaks where most creatures would have difficulty reaching, while a few less valuable objects are scattered in plainer sight around dangerous terrain to eliminate would-be thieves who may risk falling to their deaths.
SRD
Blue Dragon, Ancient
Gargantuan dragon, lawful evil
Armor Class 22 (natural armor)
Hit Points 481 26d20+208
Speed
40ft
Fly: 80ft
Burrow: 40ft
Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Perception +17, Stealth +7
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common, Draconic
Challenge 23 (50,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: 20 2d10+9 piercing damage plus 11 2d10 lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 2d6+9 slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 2d8+9 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 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.
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 23 Dexterity saving throw, taking 88 16d10 lightning damage on a failed save, or half as much damage on a successful one.
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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 2d6+9 bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
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