EoE:Azureblight Dragon

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Azureblight Dragon
Gargantuan Dragon, lawful neutral

Armor Class 20 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR AGI END INT WIL PER
26 (+8) 10 (+0) 27 (+8) 15 (+2) 19 (+4) 18 (+4)

Saving Throws Agi +7, End, +14, Wil +11, Per +11
Skills Perception +18, Stealth +7
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances {{{resistances}}}
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 28
Languages Dovahzul, Tamrielic

Challenge 23 (50,000 XP)Proficiency Bonus +7
Legendary Resistance (3/Day). If the azureblight dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The azureblight dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage, plus 11 (2d10) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail Whip. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Blightbolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 16 (3d10) poison damage.

Conjure Azureblight Plants (1/Day). The azureblight dragon conjures 2 stranglers. The stranglers appear within 30 feet of the azureblight dragon in an unoccupied space that it can see. The stranglers remain for 1 hour, until the dragon dies, or the dragon dismisses them as a bonus action.

Frightful Presence. Each creature of the azureblight dragon’s choice that is within 120 feet of the azureblight dragon and aware of it must succeed on a DC 19 Willpower 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.


Scourge Seed. One creature of the dragon’s choice that it can see within 60 feet of it must make a DC 19 Willpower saving throw, taking 55 (10d10) poison damage on a failed save or half as much damage on a successful one. A creature that fails its saving throw is infected with azureblight. While infected, the creature’s hit point maximum is reduced whenever it takes poison damage. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0. At the start of each of the infected creatures turns, any creature that is within 5 feet of the infected must make a DC 19 Willpower saving throw, taking 27 (5d10) poison damage on a failed save or half as much on a successful one. A creature that fails its saving throw is infected also infected with azureblight. If a creature’s saving throw is successful, the creature is immune to the azureblight dragon’s Scourge Seed of the next 24 hours.

Dragon Shouts (Recharge 5-6). The azureblight dragon uses one of the following dragon shouts:

Blight Breath (Viidost Dir Faaz). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 23 Endurance saving throw, taking 66 (12d10) poison damage on a failed save, or half as much on a successful one. Additionally, 1d4 azureblight wyrms appear in an unoccupied space within the area of the Blight Breath and act as allies of the dragon. The wyrms remain for 1 hour, until the dragon dies, or the dragon dismisses them as a bonus action.

Unrelenting Force (Fus Ro Dah). The dragon exhales a blast of force in a 60-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failed save, a creature takes 42 (12d6) force damage, is knocked back 20 feet and falls prone. On a successful save, the creature takes takes half as much damage and isn’t knocked back.
Legendary Actions
The dragon can take 3 legendary actions, choose 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 Willpower (Perception) check.

Blightbolt. The dragon makes a blightbolt attack.

Tail Attack. The dragon makes a tail whip attack.

Wing Thrash (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Agility saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed.

Found In: Enemies of Elsweyr


Blighted Dragons

Blighted dragons exude corruption, which seeps into everything they touch—from the ground to the trees and plants and then to the animals. These dragons take pleasure in transforming nature into supernatural ruin.
With long snouts and curved horns growing inward along their bottom jaws, blighted dragons are most recognizable for their radiating azure glow. The edges of their scales, along with their eyes and veins, glow with a deep blue. Wisps of this corrupted magic can be seen escaping around the dragons, and any other plant or animal the foul creature has depraved.
Like all other dragons, they are exceptionally proud and have egos almost larger than themselves. Blighted dragons are also immensely cruel and savour the destruction of natures bounty. They enjoy playing with their prey, slowly corrupting them until they submit to the blight, creating new fertilizer for the wretched.
Any society that is built around respecting nature is at odds with a blighted dragon’s corruption. It threatens their entire reason for living.

A Blighted Dragon's Lair

Blighted dragons spread their corruption throughout the lands they inhabit, threatening the natural world if left unchecked. These dragons lair deep within verdant forests and jungles where the terrible beasts can ravage the wilds. Within the dragon’s lair you will discover a natural world decaying under the dragon’s influence. The otherworldly and unnatural corruption fills the land, corrupting all life within its lair, from the wildlife that was there before the dragon’s presence to the fallen adventurers who sought out the cause of the blight.

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:

  • A cloud of swarming blighted insects fills a 20-foot radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make a DC 15 Endurance saving throw, taking 7 (2d6) piercing damage and 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 7 (2d6) piercing damage and 7 (2d6) poison damage.
  • A blighted tree breaks and falls on one creature that the dragon can see that is within 120 feet of it and within 20 feet of a tree. The creature must succeed on a DC 15 Agility saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and pinned down beneath the tree. The pinned down target is restrained and unable to stand up. A creature can take an action to make a DC 10 Strength check, ending the pinned down state on a success.
  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.

Regional Effects

The region containing a blighted dragon’s lair is warped by the dragon’s corruption, which creates one or more of the following effects:

  • The corruption leaves an otherworldly effect on the land within 6 miles of the lair. Sporadic, twisting vines with azure spikes line the ground, making it more dangerous to traverse. Creatures moving at a normal or fast pace must succeed on a DC 15 Agility saving throw or take 1d10 slashing damage and 1d10 poison damage. A creature who takes poison damage must make a DC 15 Endurance saving throw or be poisoned for the next hour.
  • Water sources within 1 mile of the lair are tainted by the corruption and are poisoned. A creature who drinks from the water must succeed on a DC 15 Endurance saving throw or be poisoned for the next hour.
  • The dragon has a magical connection to all creatures within 6 miles of the area that are effected by the blight, or to any creature that has been poisoned by the regional effects. The dragon can see through the eyes of these creatures and also hears what they hear.

If the dragon dies, the creatures affected by the blight lose their supernatural link to it. The vines remain, but within 1d10 days, they lose their azure spikes and the water is no longer poisoned.