Adult Blue Dragon

huge dragon, lawful evil

Challenge 16 (15000 XP)

STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
20 (+5)

Defense

Armor Class 19 (natural)
Hit Points 212 (17d12 + 102)
Speed 40 ft., fly 80 ft., burrow 30 ft.

Proficiencies & Senses

Saving Throws Dex +5, Wis +7
Skills Perception +12, Stealth +5
Languages Common, Draconic
Darkvision 120 ft.
Blindsight 60 ft.
Passive Perception 22

Traits

Damage Immunities Lightning

Traits

Legendary Resistance

If the monster fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

The monster makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter.

Rend

Melee Attack: +12 to hit. reach 10 ft. Hit: 2d8 + 7 slashing plus 1d10 lightning damage.

Lightning Breath

Dexterity Save: DC 19. target: 90-foot-long, 5-foot-wide line, creature. Failure: 11d10 lightning damage; success: half.

Spellcasting

The monster casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability: At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending

Detect Magic

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Invisibility

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Mage Hand

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds.

Shatter

A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Scrying

You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy. Your Knowledge of the Target Is …Save ModifierSecondhand (heard of the target)+5Firsthand (met the target)+0Extensive (know the target well)−5You Have the Target's …Save ModifierPicture or other likeness−2Garment or other possession−4Body part, lock of hair, or bit of nail−10On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.

Sending

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Cloaked Flight

The monster uses Spellcasting to cast on itself, and it can fly up to. The dragon can't take this action again until the start of its next turn.

Sonic Boom

The monster uses Spellcasting to cast Shatter. The monster can't take this action again until the start of its next turn.

Shatter

A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Tail Swipe

The monster makes one Rend attack.