Blue Dragon, Young

With scales the color of the desert sky, this large, serpentine dragon moves with an unsettling grace.
 

Blue Dragon, Young (CR 9)

Large Dragon (Earth)
Alignment: Lawful Evil
Initiative: +5
Senses: Dragon Senses; Perception +14
  Speed: 40 feet, Burrow 20 feet, Fly 200 feet (poor)
Space: 10 feet
 

Defense

Armor Class: 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, -1 size)
Hit Points: 95 (10d12+30)
Saving Throws: Fort +10, Ref +8, Will +8
Immunity: electricity, paralysis, sleep
 

Offense

Melee: bite +15 (2d6+7), 2 claws +14 (1d8+5), 2 wings +12 (1d6+2), tail slap +12 (1d8+7)
Reach: 5 feet (10 feet with bite)
  Special Attacks: Breath Weapon (80-ft. line, DC 18, 6d8 electricity), desert thirst (DC 16)
  Spell-Like Abilities (CL 10th):

Statistics

StrDexConIntWisCha
21 (+5) 12 (+1) 17 (+3) 12 (+1) 13 (+1) 12 (+1)
Base Attack Bonus: +10
CMB +16
CMD 27 (31 vs. Trip)
  Feats: Dazzling Display, Improved Initiative, Multiattack, Shatter Defenses, Weapon Focus (bite)
  Skills: Bluff +14, Fly +8, Intimidate +14, Knowledge (local) +14, Perception +14, Stealth +10, Survival +14
  Languages: Common, Draconic
  Special Qualities: sound imitation

 

Special Abilities

Desert Thirst (Su)

A blue dragon can cast create water at will (CL equals its HD). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to the dragon's breath weapon) or be destroyed. The save DC is Charisma-based.

Electricity Aura (Su)

An adult blue dragon is surrounded by an aura of electricity. Creatures within 5 feet take 1d6 points of electricity damage at the beginning of the dragon's turn. An old dragon's aura extends to 10 feet. An ancient dragon's damage increases to 2d6.

Mirage (Su)

An old or older blue dragon can make itself appear to be in two places at once as a free action for a number of rounds per day equal to its Hit Dice. This ability functions as project image but the dragon can use its breath weapon through the mirage.

Sandstorm (Su)

As a standard action, a great wyrm blue dragon can create a sandstorm centered on itself with a radius of 1,200 feet. Creatures other than the dragon inside the storm take 2d6 points of damage per round in addition to the normal sandstorm penalties (Pathfinder RPG Core Rulebook 431). This sandstorm lasts for up to 1 hour, but can be dismissed by the dragon as a free action.

Sound Imitation (Ex)

A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check.

Spell-Like Abilities ()

A blue dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Young-ghost sound; Juvenile-minor image; Adult-ventriloquism; Old-hallucinatory terrain; Ancient- veil; Great wyrm-mirage arcana.

Storm Breath (Su)

An ancient or older blue dragon can use its breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is equal to the dragon's breath weapon. The dragon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the dragon's breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds.
Age CategorySpecial AbilitiesCaster Level
WyrmlingDesert thirst, immune to electricity-
Very youngSound imitation-
YoungGhost sound-
JuvenileFrightful presence, minor image1st
Young adultDR 5/magic, spell resistance3rd
AdultElectricity aura, ventriloquism5th
Mature adultDR 10/magic7th
OldMirage, hallucinatory terrain9th
Very oldDR 15/magic11th
AncientStorm breath, veil13th
WyrmDR 20/magic15th
Great wyrmSandstorm, mirage arcana17th

 

Ecology

Environment: Warm Deserts
Organization: solitary
Treasure: triple

  Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them.
  They prefer to lair near those that they control, sometimes even within the confines of a city.