Kryx RPGThemesCreatures
Adult Blue Dragon

Adult Blue Dragon

Huge dragon
Challenge
16

STR
7
DEX
2
CON
6
INT
3
WIS
2
CHA
4

225
18d12+108
23
Soak
3
Fort
+11
Ref
+9
Will
+8
Defense note natural armor
Damage immunities lightning

Speed 8 m., burrow 5 m., fly 20 m.
Skills Insight +2 (13), Perception +7 (18), Primal (Cha) +9 (20), Stealth +7 (18)
Senses blindsight 10 m., darkvision 20 m.
Languages Common, Draconic

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Maneuvers. The adult blue dragon uses maneuvers (maneuver save Difficulty 20). It has 23 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, blind, dive attack, fearsome beast, fountain of blood, knockback (Claw or Tail only), spring attack, swipe (Claw only), trip (Tail only)

Spellcasting. The adult blue dragon uses Primal (Cha) to cast spells (spell save Difficulty 17, +9 to hit with spell attacks). It has 8 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 20th-level spellcaster): blind spot, frighten, lightning lure, minor illusion, mold sand

1 mana: arc lightning, blur, command, fear, image, lightning bolt, locate water, sand cloud, sandblast, slipsand, wrath of the storm

2 mana: chain lightning, flaying wind, incite panic, lightning strike, move earth, pillars of sand, sandstorm, storm bane, wall of sand

3 mana: mirage

Actions (4)

Bite (1/turn). Melee Weapon Attack: +12 to hit, reach 2 m. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw (2/turn). Melee Weapon Attack: +12 to hit, reach 1 m. Hit: 14 (2d6 + 7) slashing damage.

Tail (1/turn). Melee Weapon Attack: +12 to hit, reach 3 m. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence (1/turn). Each creature of the dragon’s choice that is within 20 meters of the dragon and aware of it must succeed on a Difficulty 17 Will 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 (Costs 2 actions; Recharge 5–6). The dragon exhales lightning in a 20-meter cone or line. Each creature in that area must make a Difficulty 19 Reflex saving throw, taking 77 (14d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The adult blue dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Perception check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. The dragon beats its wings. Each creature within 2 meters of the dragon must succeed on a Difficulty 20 Reflex 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

On initiative count 20 (losing initiative ties), the adult blue dragon takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • Part of the ceiling collapses above one creature that the dragon can see within 20 meters of it. The creature must succeed on a Difficulty 17 Reflex 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 use an action to make a Difficulty 17 Brawn check, ending the buried state on a success.

  • A cloud of sand swirls about in a 5-meter radius sphere centered on a point the dragon can see within 20 meters of it. The cloud spreads around corners. Each creature in the cloud must succeed on a Difficulty 15 Fortitude 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 1-meter-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 20 meters of the dragon and 20 meters of each other. Each creature in that line must succeed on a Difficulty 15 Reflex saving throw or take 10 (3d6) lightning damage.

Regional Effects

The region containing the adult blue dragon's lair is warped by the adult blue dragon’s magic, which creates one or more of the following effects:

  • Thunderstorms rage within 10 kilometers of the lair.

  • Dust devils scour the land within 10 kilometers of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 10 meters, and has an Intelligence and Charisma of -5.

  • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful Difficulty 17 Perception check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a Difficulty 17 Reflex saving throw or fall 1d6 x 2 meters 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, Desertmm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to blind a creature by striking a sensitive area. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 3 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.