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5e Updates: Monstrous Compendium
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<blockquote data-quote="dave2008" data-source="post: 8096411" data-attributes="member: 83242"><p><span style="font-size: 22px">A B</span><span style="font-size: 18px">LUE</span><span style="font-size: 22px"> D</span><span style="font-size: 18px">RAGON'S</span><span style="font-size: 22px"> L</span><span style="font-size: 18px">AIR</span></p><p>Blue dragons typically lair in deserts; arid, windswept plains; and hot humid badlands. They enjoy the bleak terrain because there are few obstacles, only an occasional rock outcropping or dune, to interrupt the view of their territories. They spend hours looking out over their domains, watching for trespassers and admiring their property.</p><p></p><p>A dragon in its lair is a more dangerous opponent. Raise the dragons CR by one when it is encountered in its lair.</p><p></p><p><span style="font-size: 18px">L</span>AIR <span style="font-size: 18px">A</span>CTIONS</p><p>An adult or older blue dragon can use lair actions while in its lair. As the dragon ages, these effect become more potent. 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:</p><ul> <li data-xf-list-type="ul"><em><strong>Clairaudience. </strong></em>The dragon can hear sounds at a location it chooses within its lair as if it was there. This affect last until the dragon uses a lair action to relocate its clairaudience to another location, it uses a different lair action, or it losses concentration as if concentrating on a spell. The dragon can also end the effect at will (no action).</li> <li data-xf-list-type="ul"><strong><em>Cave In. </em></strong>The dragon causes part of the ceiling to collapse 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.<ul> <li data-xf-list-type="ul">Ancient: Increase the saving throw DC to 17, the damage to 17 (5d6), and the Strength check to 15. Additionally, one Medium or smaller creature adjacent to the target must make a DC 17 Dexterity saving throw or talk half the damage of the initial target, but is not knocked prone or buried.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the saving throw DC to 20, the damage to 24 (7d6), and the Strength check to 17. Additionally, all Medium or smaller creatures adjacent to the target must make a DC 17 Dexterity saving throw or talk half the damage of the initial target, but is not knocked prone or buried.</li> </ul></li> <li data-xf-list-type="ul"><strong><em>Sand Cloud. </em></strong>The dragon conjures a swirling cloud of sand 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.<ul> <li data-xf-list-type="ul">Ancient: Increase the range of the cloud to 180 feet and the saving throw DC to 17.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the radius of the cloud to 30 feet, the range of the cloud to 200 feet and the saving throw DC to 20.</li> </ul></li> <li data-xf-list-type="ul"><strong><em>Arc Lightning.</em></strong>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.<ul> <li data-xf-list-type="ul">Ancient: Increase the range of the effect and distance from the dragon to 180 feet. Increase the saving throw DC to 17 and the damage to 17 (5d6).</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range of the effect and distance from the dragon to 240 feet. Increase the saving throw DC to 20 and the damage 24 16 (7d6).</li> </ul></li> </ul><p><strong>Regional Effects</strong></p><p>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:</p><ul> <li data-xf-list-type="ul">Thunderstorms rage within 6 miles of the lair.<ul> <li data-xf-list-type="ul">Ancient: Increase the radius to 8 miles.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the radius to 10 miles.</li> </ul></li> <li data-xf-list-type="ul">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).<ul> <li data-xf-list-type="ul">Ancient: Increase the range of the dust devils to 8 miles.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range of the dust devils to 10 miles.</li> </ul></li> <li data-xf-list-type="ul">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.<ul> <li data-xf-list-type="ul">Ancient: Increase the DC of the throws to 22 (Wisdom) and the 17 (Dexterity) and the depth of the sink hole to 2d6 x 10 feet.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the DC of the throws to 24 (Wisdom) and the 20 (Dexterity) and the depth of the sink hole to 3d6 x 10 feet.</li> </ul></li> </ul><p>If a creature makes a successful DC 15 Intelligence (Nature) check after observing one of these effects, it successfully ascertains that the cause of the effect is that a red dragon's lair is in the area. The creature has advantage on the check if it has observed two or more of the regional effects. If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8096411, member: 83242"] [SIZE=6]A B[/SIZE][SIZE=5]LUE[/SIZE][SIZE=6] D[/SIZE][SIZE=5]RAGON'S[/SIZE][SIZE=6] L[/SIZE][SIZE=5]AIR[/SIZE] Blue dragons typically lair in deserts; arid, windswept plains; and hot humid badlands. They enjoy the bleak terrain because there are few obstacles, only an occasional rock outcropping or dune, to interrupt the view of their territories. They spend hours looking out over their domains, watching for trespassers and admiring their property. A dragon in its lair is a more dangerous opponent. Raise the dragons CR by one when it is encountered in its lair. [SIZE=5]L[/SIZE]AIR [SIZE=5]A[/SIZE]CTIONS An adult or older blue dragon can use lair actions while in its lair. As the dragon ages, these effect become more potent. 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: [LIST] [*][I][B]Clairaudience. [/B][/I]The dragon can hear sounds at a location it chooses within its lair as if it was there. This affect last until the dragon uses a lair action to relocate its clairaudience to another location, it uses a different lair action, or it losses concentration as if concentrating on a spell. The dragon can also end the effect at will (no action). [*][B][I]Cave In. [/I][/B]The dragon causes part of the ceiling to collapse 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. [LIST] [*]Ancient: Increase the saving throw DC to 17, the damage to 17 (5d6), and the Strength check to 15. Additionally, one Medium or smaller creature adjacent to the target must make a DC 17 Dexterity saving throw or talk half the damage of the initial target, but is not knocked prone or buried. [*]Great Wyrm: Increase the saving throw DC to 20, the damage to 24 (7d6), and the Strength check to 17. Additionally, all Medium or smaller creatures adjacent to the target must make a DC 17 Dexterity saving throw or talk half the damage of the initial target, but is not knocked prone or buried. [/LIST] [*][B][I]Sand Cloud. [/I][/B]The dragon conjures a swirling cloud of sand 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. [LIST] [*]Ancient: Increase the range of the cloud to 180 feet and the saving throw DC to 17. [*]Great Wyrm: Increase the radius of the cloud to 30 feet, the range of the cloud to 200 feet and the saving throw DC to 20. [/LIST] [*][B][I]Arc Lightning.[/I][/B]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. [LIST] [*]Ancient: Increase the range of the effect and distance from the dragon to 180 feet. Increase the saving throw DC to 17 and the damage to 17 (5d6). [*]Great Wyrm: Increase the range of the effect and distance from the dragon to 240 feet. Increase the saving throw DC to 20 and the damage 24 16 (7d6). [/LIST] [/LIST] [B]Regional Effects[/B] 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: [LIST] [*]Thunderstorms rage within 6 miles of the lair. [LIST] [*]Ancient: Increase the radius to 8 miles. [*]Great Wyrm: Increase the radius to 10 miles. [/LIST] [*]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). [LIST] [*]Ancient: Increase the range of the dust devils to 8 miles. [*]Great Wyrm: Increase the range of the dust devils to 10 miles. [/LIST] [*]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. [LIST] [*]Ancient: Increase the DC of the throws to 22 (Wisdom) and the 17 (Dexterity) and the depth of the sink hole to 2d6 x 10 feet. [*]Great Wyrm: Increase the DC of the throws to 24 (Wisdom) and the 20 (Dexterity) and the depth of the sink hole to 3d6 x 10 feet. [/LIST] [/LIST] If a creature makes a successful DC 15 Intelligence (Nature) check after observing one of these effects, it successfully ascertains that the cause of the effect is that a red dragon's lair is in the area. The creature has advantage on the check if it has observed two or more of the regional effects. If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are. [/QUOTE]
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