Adult Sapphire Dragon (SADS)

Huge dragon, Lawful Neutral

Armor Class

19 (natural armor)

Hit Points

207 (18d12+60)

Speed

walk 40 ft., climb 40 ft., fly 80 ft., burrow 40 ft.

Saves

Dex +8, Con +10, Wis +8, Cha +9

Skills

History +9, Perception +13, Persuasion +14, Stealth +8

Damage Immunities

thunder

Condition Immunities

frightened

Senses

blindsight 60 ft., darkvision 120 ft.

Languages

telepathy 120 ft., Common, Draconic

Challenge

15

Legendary Resistance (2/Day)

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

Spider Climb

The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Tunneler

The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake.

Innate Spellcasting (Psionics)

The dragon's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: • 1/Day each: scrying, telekinesis, teleportation circle

Actions

Multiattack

The dragon can use its Frightful Presence. It then makes two melee attacks, one with its bite and one with its claws.

Bite

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) thunder damage.

Claws

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.

Tail

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) 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 17 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.

Debilitating Breath (Recharge 5-6)

The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot-cone. Each creature in that cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 45 (13d6) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

Legendary actions

Legendary Actions (3/Turn)

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Tail Attack

The dragon makes a tail attack.

Telekinetic Fling

The dragon chooses a Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 15 (4d6) bludgeoning damage.

Teleport (Costs 2 Actions)

The dragon magically teleports to an unoccupied space it can see within 30 feet of it.

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: • The dragon targets a creature within 120 feet of it that can hear and understand it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the following round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to itself. • The dragon touches a section of stone up to 10 feet in any dimension. The dragon can form the stone into any shape that suits its purpose. • A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, vulnerability to thunder damage, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies.

Regional Effects

The region surrounding a legendary sapphire dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: • Giant spider are attracted to the area within 6 miles of the lair and settle there in large numbers. • Natural stone within 6 miles of the lair grows plentiful crystal formations and sapphire gemstone veins, particularly underground. • Natural stone within 6 miles of the lair becomes a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no components, targeting any natural stone formation in that region.