Basic Rules, pg. 282
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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.
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.
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. 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.
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 the dead intruders. Blue dragons make their lairs in deserts and other arid landscapes. They prefer warm climates, but if an otherwise ideal potential lair presents itself in a cold environment, they find ways to adapt. Instead of seeking out lofty domiciles, blue dragons build their lairs underground, burrowing beneath sand or using magic to hew rock into an intricate warren of rooms and tunnels that can be expanded to accommodate a growing family. Still, they appreciate the tactical advantages of height and usually create their lairs near a spire or cliff from which they can keep watch over their territory. Though most blue dragons would be loath to the use the term themselves, their lairs are often surprisingly homey. They favor lairs that balance beauty and comfort and adorn them in soothing shades of blue, purple, and green. Blue Dragon Lair Features The blue dragon lair shown in map 5.3 is built in the ruins of an ancient city swallowed by desert sands. Some of the lair’s chambers still contain the remnants of temples and other structures. The traces of this metropolis suggest that it was of significant size, but very little of it remains accessible in the area of the lair, since the dragon has collapsed the lair on intruders multiple times, rebuilding in a nearby portion of the ruins each time. The walls of the lair are crystallized glass formed by the dragon’s lightning breath. Most of its floors are loosely packed sand, with patches of rough stone showing through in some areas. The dragon has constructed a system of mirrors to bring in sunlight from chambers open to the sky, a system that not only brightly lights the interior but also heats the sand to a comfortable basking temperature. The lair has the following features: Entrance Chamber. An open central cavern is the lair’s primary entrance. The glass walls rise 30 feet to the surface and are fused with carved stone pillars and partial walls from the ancient city. A narrow, jagged piece of granite juts out horizontally from the wall near the top of the chamber, providing a perch from which the dragon can survey the cavern. The sand covering the floor of the chamber sometimes ripples or swirls ominously, perhaps in response to unpredictable desert winds, the dragon’s magic, or some creature lurking beneath the sand. Hoard Display. Just off the entrance chamber (toward the left side of the map), a smaller cavern with a worked stone floor contains the dragon’s artfully arranged hoard. The glass walls of this chamber are studded with blue gems, and narrow light wells let in sunlight that bathes the room in dappled blue light. The ancient stone tiles on the floor contain lightning-charged traps to blast intruders. Dragon’s Den. The dragon sleeps in a large chamber in the bottom right of the map. The den is a well-preserved remnant of the ancient city; this gracious, elegant space is hung with silk curtains in shades of blue and purple, and its worked-stone floor is covered with plush, patterned rugs in complementary hues. It features a bejeweled and cushioned dais on which the dragon often reclines. Private Entrance. Just above and to the right of the den is a small chamber open to the sky that the dragon uses as a private entrance to the lair. A secret door prevents unwitting creatures from wandering directly into the den. Treasury. At the left end of the den, a door set under a blue-tiled arch leads to a smaller room where the dragon keeps relics that are too precious for the main hoard or that don’t match the hoard’s overall aesthetic.
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.
Coastal, Desert