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T
he Blue Dragon Lair is a Fifth Edition within 5 feet of one of the sand falls must make a DC 15
encounter for four characters of 5th, 11th, or Strength saving throw. On a failed saving throw, a character
20th level. This encounter is setting and falls prone and is restrained as the sand begins to bury them.
adventure independent. It can easily be The character can repeat the saving throw at the end of their
inserted into any story that you like, or even next turn, freeing themself from the sand on a success.
run as a one-shot. The document includes Otherwise, the character remains restrained and the DC to
rules for running the featured dragons escape increases by 1 next round (to a maximum of 20).
independently or as part of a multi-wave battle. Day or Night. As blue dragons have both blindsight and
darkvision, they can fight creatures at any time, and will likely
 prefer the cover of darkness to daylight. If you run the
The Blue Dragon Lair package includes the following encounters at night, be sure to adjust your VTT’s dynamic
resources: lighting options. The Roll20 version has both a day and night
The Blue Dragon Lair battle map by Cze and Peku. lair. Simply navigate to the map layer, right click the map, and
Blue dragon tokens illustrated by Nacho Lazaro (Roll20 choose “To Back.”
only). Regional Effects. Legendary blue dragons (adult and
Blue dragon area of effect templates designed by ancient) possess regional effects detailed in the Fifth Edition
DMDave. core book for monsters. Thunderstorms rage within 6 miles
Monster tokens for 5th, 11th, and 20th-level multi-wave of the dragon’s lair. It’s safe to assume such a storm is taking
battles (Roll20 only). place during the combat.
Optional: Sinkholes. As part of the dragon’s regional
The adventure is optimized for Virtual Tabletop (VTT) play effects, sinkholes might plague its lair. Any time a character
on a platform such as Roll20. Install the map, tokens, and steps onto or through an area of sand instead of stone, roll a
area of effect templates into the platform of your choice. d6. On a result of 6, there is a sinkhole there. The character
Next, review the general features of the setting—these must succeed on a DC 15 Dexterity saving throw or fall 1d6 x
features are present regardless of level. Once you’re ready, 10 feet into the sinkhole. They can climb back out with a
choose the level of encounter that you wish to run. Your successful DC 10 Strength (Athletics) check.
options are 5th-level, 11th-level, and 20th-level.

 The encounters presented here can be run either as a single
The Blue Dragon Lair is set at the center of an arid canyon. encounter with each dragon, or a multi-wave encounter with
Regardless of level, it has the following features: the dragon as the boss. If you choose the latter, you may wish
to give the characters 1d4 rounds between each wave to
Sand Falls. Sand constantly pours from the sides of the recover.
dragon’s canyon. A non-prone character who starts their turn

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 
5th-level encounter 11th-level encounter
An encounter with a young blue dragon is considered a An encounter with an adult blue dragon is considered a
deadly encounter for a party of four 5th-level characters. Note deadly encounter for a party of four 11th-level characters.
that the dragon itself will only pose a moderate threat to the Note that the dragon itself will only pose a moderate threat to
party if it is fully rested. A party of four 4th-level characters the party if it is fully rested. Characters with an average party
might be able to take on the dragon fully rested, but the level (APL) of 10 or less might have difficulty fighting an adult
probability of casualties is much higher. Inversely, a higher blue dragon unless they are fully rested. Parties with APLs of
level party will see a young blue dragon as only a hard 12 or higher should have no problem fighting an adult blue
encounter, and if they are fully rested, they will have no dragon.
trouble at all battling the creature. If you wish to use the adult blue dragon as the final
If you wish to use the young blue dragon as the final encounter for an 11th-level multi-wave battle, use the
encounter for a 5th-level multi-wave battle, use the following following creatures for the first three waves.
creatures for the first three waves. At the end of each wave, First Wave: Oni and Giant Scorpions. Giant scorpions
roll 1d4. This is the number of rounds the characters have to against an 11th level party aren’t too much of a challenge.
prepare for the next wave. However, when combined with an oni, they pose a major
First Wave: Lamia and Zombies. Although a chaotic evil threat. Have the oni mostly stay out of the combat, flying
lamia would not normally work with a lawful evil creature above. The single oni will use its darkness to mask the
like a blue dragon, this lamia is wise enough to see the presence of the four giant scorpions who will benefit from
advantages of such a union. The lamia uses its horde of six their blindsight. If the characters get cheeky, the oni uses its
zombies to tie up the characters. If you’re a particularly nasty cone of cold to cut them down. Going against a blue dragon
GM, you might have the zombies use their attacks to first in the desert, it’s unlikely they’ll be prepared for cold damage.
grapple the characters, then attempt to shove them. A Second Wave: Lamias and Zombies. This part of the
character who is prone and grappled can’t move, has battle more or less plays out the same way as it does in the
disadvantages on attack rolls, and melee attack rolls have 5th-level encounter with the two lamias using the twenty
advantage against them. This gives the lamia the perfect zombies to grapple and shove while the lamias swoop in to
opportunity to hit them with its intoxicating touch, thereby curse the characters.
cursing them through the rest of the multi-wave battle. Third Wave: Mummy Lord. Before the characters reach
Second Wave: Hobgoblins on Giant Vultures and Ogre the big bad, they must face off against a creature that’s a boss
Zombies. This two-front battle sees four hobgoblins monster in its own right, a mummy lord (or lady, as it were).
mounted on four giant vultures while a pair of ogre zombies At your discretion, the mummy lord might prep itself with
tank the party below. Keep the hobgoblins 125 feet or more spells before it hits the field. You can have it armed with its
from the party and sixty feet apart from each other. This spiritual weapon ahead of time. What it does next depends
helps them avoid most of the long ranged attacks the on the type of party it’s facing. Parties with long range casters
characters will have while granting them the short range on with fire magic will get hit with silence, whereas low
their longbows. At night, their darkvision might not be able to Constitution parties might get hit with insect plague or
see the characters, so be sure to give the ogre zombies contagion—the latter is especially useful for characters who
torches on their backs or something so they shed light. rely on concentration spells. It does everything it can to stay
Because the zombies will be in close combat with the away from the characters, using its long range attacks and
characters, the hobgoblins will get their Martial Advantage on Whirlwind of Sand legendary action to keep its distance. If
their shots. If the vultures are in danger of dropping, have you want to be particularly mean, you can treat the dragon’s
them come in close so they can benefit from pack tactics canyon as the mummy’s lair, too. Maybe they have an evil
while granting their riders their Martial Advantage bonus. timeshare?
Then, if the vulture dies, the hobgoblin won’t take falling The Boss: Adult Blue Dragon. The tactics for an adult
damage. blue dragon are similar to those of the young blue dragon
Third Wave: Gnolls and Lions. The penultimate wave except it’s got legendary actions it can take now as well as the
isn’t too complicated: a pair of lions to pounce on the Frightful Presence action. It wants to stay out of sight while
characters followed by eight gnolls. This is here to soften up its breath weapon recharges and uses its lair action to trip up
the characters before the big fight. casters concentrating on readied spells.
The Boss: Young Blue Dragon. When using this young
blue dragon, make sure to give it plenty of distance between 
it and the characters. Blue dragons in particular have two 20th-level encounter
modes of movement that can keep them away from the
characters. First, they can fly. With their 60-foot line breath, An encounter with an ancient blue dragon is considered a
this is pretty useful. But an even better mode of transport is deadly encounter for a party of four 20th-level characters.
their ability to burrow at 40 feet per round. This grants them Note that the dragon itself will only pose a moderate threat to
full cover and allows them to hide while recharging their the party if it is fully rested. Characters with an average party
breath weapons. Will the characters hate this? Sure. But level (APL) of 19 or less might have difficulty fighting an
dragons are smart. Why should they sit around and take hits ancient blue dragon unless they are fully rested.
when they can hit and run?

2
If you wish to use the ancient blue dragon as the final Product Identity. (e) “Product Identity” means product and product line names, logos
and identifying marks including trade dress; artifacts; creatures characters; stories,
encounter for a 20th-level multi-wave battle, use the following storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
creatures for the first three waves. designs, depictions, likenesses, formats, poses, concepts, themes and graphics,
photographic and other visual or audio representations; names and descriptions of
First Wave: Purple Worms and Efreeti. From below characters, spells, enchantments, personalities, teams, personas, likenesses and special
come two purple worms. From above come two efreeti. abilities; places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other trademark or
Why? Who knows. But it’s sure to waste a lot of the registered trademark clearly identified as Product identity by the owner of the Product
characters’ good resources right from the get go. Remember Identity, and which specifically excludes the Open Game Content; (f) “Trademark”
means the logos, names, mark, sign, motto, designs that are used by a Contributor to
that purple worms can burrow. They should use this to their identify itself or its products or the associated products contributed to the Open Game
advantage. Meanwhile, the efreetis conjure up walls of fire to License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open Game
control the battlefield while they hurl flames from 120 feet in Content. (h) “You” or “Your” means the licensee in terms of this agreement.
the air. 2. The License: This License applies to any Open Game Content that contains a notice
Second Wave: Young Blue Dragons and Medusas. Next indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms
up, the characters do battle with a pair of young blue may be added to or subtracted from this License except as described by the License
dragons (see their tactics above) along with four medusas. itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.
The medusas use their bows to keep distance. Once
characters get within 30 feet, they have to contend with the 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
medusas’ Petrifying Gazes. The dragons can get close to the the terms of this License.
medusas without any trouble thanks to their blindsight. You 4. Grant and Consideration: In consideration for agreeing to use this License, the
might even have the dragons grapple the characters in Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
the exact terms of this License to Use, the Open Game Content.
between breath weapon recharges and drag them over to the
medusas so they can do their thing. 5. Representation of Authority to Contribute: If You are contributing original material as
Open Game Content, You represent that Your Contributions are Your original creation
Third Wave: Adult Blue Dragons. There’s nothing in the and/or You have sufficient rights to grant the rights conveyed by this License
rules that says more than one dragon can’t claim the same 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
spot as their lair. Thus, two adult blue dragons working in License to include the exact text of the COPYRIGHT NOTICE of any Open Game
tandem get some impressive action economy against the Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any
party: two actions (with access to multiattack), a ton of speed, original Open Game Content you Distribute.
six legendary actions, and two lair actions. The tactics remain 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
the same: they stay out of sight and use their lair actions to indication as to compatibility, except as expressly licensed in another, independent
slowly pick the characters apart. Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
The Boss: Ancient Blue Dragon. Finally, the biggest and conjunction with a work containing Open Game Content except as expressly licensed in
meanest dragon of them all, an ancient blue dragon does another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a
what all the dragons before it did. It keeps out of range and challenge to the ownership of that Product Identity. The owner of any Product Identity
only appears when it’s got a recharged breath weapon. Its used in Open Game Content shall retain all rights, title, and interest in and to that
Product Identity.
breath weapon is extraordinarily deadly, dealing an average
of 44 lightning damage on a successful saving throw, let alone 8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
a failed one. Lightning immunity and resistance isn’t
incredibly common, not even for 20th level characters. So 9. Updating the License: Wizards or its designated Agents may publish updated versions of
this License. You may use any authorized version of this License to copy, modify and
this big, blue meanie will be sure to keep them on their toes. distribute any Open Game Content originally distributed under any version of this
License.
 10. Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
Once the dust settles and the characters defeat the blue 11. Use of Contributor Credits: You may not market or advertise the Open Game Content
dragon, they can claim the dragon’s hoard as their own. Use using the name of any Contributor unless You have written permission from the
Contributor to do so.
the treasure tables found in Chapter 7 of the DMG to
determine what the characters find. The young blue dragon 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial
has a 5-10 Treasure Hoard, the adult blue dragon has a 11-16 order, or governmental regulation then You may not Use any Open Game Material so
Treasure Hoard, and the ancient blue dragon keeps a 17-20 affected.
Treasure Hoard. For multi-wave combats, double the value of 13. Termination: This License will terminate automatically if You fail to comply with all
each treasure hoard. terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.

 14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
contributed Open Game Content; (b)”Derivative Material” means copyrighted material based on original material by E. Gary Gygax and Dave Arneson. Lair of the Blue Dragon
including derivative works and translations (including into other computer languages), Copyright 2020, Hamrick Brands, LLC; Authors Dave Hamrick, Nacho Lazaro, Cze &
potation, modification, correction, addition, extension, upgrade, improvement, Peku.
compilation, abridgment or other forms in which an existing work may be recast,
transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, END OF LICENSE
broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content”
means the game mechanic and includes the methods, procedures, processes and
routines to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically excludes

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