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Blue Dragon

Encompassed species

Adult Blue Dragon CR: 16

Huge dragon , lawful evil
Armor Class: 19 (natural armor)
Hit Points: 225 (18d12+108) 18d12+108
Speed: 40 ft , fly: 80 ft , burrow: 30 ft

STR

25 +7

DEX

10 +0

CON

23 +6

INT

16 +3

WIS

15 +2

CHA

19 +4

Saving Throws: Dex +5 1d20+5 , Con +11 1d20+11 , Wis +7 1d20+7 , Cha +9 1d20+9
Skills: Perception +12 1d20+12 , Stealth +5 1d20+5
Damage Immunities: lightning
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages: Common, Draconic
Challenge Rating: 16

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 withs its claws.   Bite. Melee Weapon Attack: +12 1d20+12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) 2d10+7 piercing damage plus 5 (1d10) 1d10 lightning damage.   Claw. Melee Weapon Attack: +12 1d20+12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) 2d6+7 ] slashing 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 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 (Recharge 5-6) 1d6 . 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) 12d10 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 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) 2d6+7 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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) 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 sands 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 each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) 3d6 lightning damage.

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 dead intruders.

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 tin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 1d6 x 10 feet into the sinkhole.
If the dragon dies, the dust devils disappear immediately, and thunderstorms abate within 1d10 1d10 days. Any sinkholes remain where they are.

Ancient Blue Dragon CR: 23

Gargantuan dragon , lawful evil
Armor Class: 22 (natural armor)
Hit Points: 481 (26d20+208) 26d20+208
Speed: 40 ft , fly: 80 ft , burrow: 40 ft

STR

29 +9

DEX

10 +0

CON

27 +8

INT

18 +4

WIS

17 +3

CHA

21 +5

Saving Throws: Dex +7 1d20+7 , Con +15 1d20+15 , Wis +10 1d20+10 , Cha +12 1d20+12
Skills: Perception +17 1d20+17 , Stealth +7 1d20+7
Damage Immunities: lightning
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages: Common, Draconic
Challenge Rating: 23

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 1d20+16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) 2d10+9 piercing damage plus 11 (2d10) 2d10 lightning damage.   Claw. Melee Weapon Attack: +16 1d20+16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) 2d6+9 slashing damage.   Tail. Melee Weapon Attack: +16 1d20+16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) 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) 1d6 . 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) 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 next 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) 2d6+9 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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) 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 sands 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 each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) 3d6 lightning damage.

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 dead intruders.

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 tin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 1d6 x 10 feet into the sinkhole.
If the dragon dies, the dust devils disappear immediately, and thunderstorms abate within 1d10 1d10 days. Any sinkholes remain where they are.

Blue Dragon Wyrmling CR: 3

Medium dragon , lawful evil
Armor Class: 17 (natural armor)
Hit Points: 52 (8d8+16) 8d8+16
Speed: 30 ft , fly: 60 ft , burrow: 15 ft

STR

17 +3

DEX

10 +0

CON

15 +2

INT

12 +1

WIS

11 +0

CHA

15 +2

Saving Throws: Dex +2 1d20+2 , Con +4 1d20+4 , Wis +2 1d20+2 , Cha +4 1d20+4
Skills: Perception +4 1d20+4 , Stealth +2 1d20+2
Damage Immunities: lightning
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages: Draconic
Challenge Rating: 3

Actions

Bite. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) 1d10+3 piercing damage plus 3 (1d6) 1d6 lightning damage.   Lightning Breath (Recharge 5-6) 1d6 . The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) 4d10 lightning damage on a failed save, or half as much on a successful one.

Young Blue Dragon CR: 9

Large dragon , lawful evil
Armor Class: 18 (natural armor)
Hit Points: 152 (16d10+64) 16d10+64
Speed: 40 ft , fly: 80 ft , burrow: 20 ft

STR

21 +5

DEX

10 +0

CON

19 +4

INT

14 +2

WIS

13 +1

CHA

17 +3

Saving Throws: Dex +4 1d20+4 , Con +8 1d20+8 , Wis +5 1d20+5 , Cha +7 1d20+7
Skills: Perception +9 1d20+9 , Stealth +4 1d20+4
Damage Immunities: lightning
Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages: Common, Draconic
Challenge Rating: 9

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +9 1d20+9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) 2d10+5 piercing damage plus 5 (1d10) 1d10 lightning damage.   Claw. Melee Weapon Attack: +9 1d20+9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) 2d6+5 slashing damage.   Lightning Breath (Recharge 5-6) 1d6 . The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) 10d10 lightning damage on a failed save, or half as much damage on a successful one.

Lair Actions

Regional Effects

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