Blue Dragon

Storm dragon

Blue dragons, also known as storm dragons, were orderly creatures and are unusual for chromatics in that they keep fairly well-ordered, hierarchical societies. They were more likely to be mocking and manipulative than outrightly cruel or murderous to 'lesser' creatures, aided greatly by their natural talents for hallucination. They were infamous for tricking desert travelers into drinking sand or going miles out of their way to avoid nonexistent dust basins. Their breath weapon was a line of lightning or a large electrical discharge.   Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.   A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.   A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.   Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.   A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again.   Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye.   When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks.   Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.   A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them.   Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelery and magic items adorned with those gems.   A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves.  

A Blue Dragon's Lair

Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.   Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon's first line of defense.   A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions-along with the wealth of the dead intruders.  

Chromatic Dragons

The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.   Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have "stolen" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.   Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.   Dangerous Lairs. A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.   Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.   Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.   Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.   Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.  

Dragons

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.   Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.   Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.   True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.  
Dragon Age Categories
Category Size Age Range
Wyrmling Medium 5 years or less
Young Dragon Large 6–100 years
Adult Dragon Huge 101–800 years
Ancient Dragon Gargantuan 801 years or more
Greatwyrm Gargantuan 1,200 years or more
 

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:   Part of the ceiling collapses 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.   A cloud of sand swirls about 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.   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.  
Additional Lair Actions.
At your discretion, a legendary (adult or ancient) blue dragon can use one or both of the following additional lair actions while in its lair:   Misleading Mirage. Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.   Sudden Sinkhole. The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (2d6) bludgeoning damage and landing prone. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.  

Regional Effects

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:  
  • Thunderstorms rage within 6 miles of the lair.
  • 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).
  • 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.
  • If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.
 
Additional Regional Effects.
Any of these effects might appear in the area around a blue dragon's lair, in addition to or instead of the effects described in the Monster Manual: Blue Luster. Creatures that spend a year within 1 mile of the dragon's lair find blue objects fascinating and feel compelled to acquire them at every opportunity.   Mirage Terrain. The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a DC 15 Intelligence (Investigation) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain.   Sandstorm. A sandstorm blows constantly within 1 mile of the dragon's lair.   This is an article about Blue Dragons as a whole, to really understand dragons it is important to look at them at their current "powerset" based on age. The only blue Dragon that the Menagerie came across was an Adult Dragon

Basic Information

Anatomy

Description

A review of blue dragon anatomy.d by the single large horn protruding from their heads and also by their ears, which were rather large and frilled. The neck is short and broad, with spines growing from it. The tail is thick and bumpy, like that of a crocodile. The wings are more pronounced than most other species'. They smelled like electricity or sand.   A dragon egg could be identified as belonging to a blue by the web of thin blue lines seen when held in front of an intense white light.

Ecology and Habitats

Ecology

Lair
Blue dragons were native to arid wastelands and deserts. They made their lairs in underground caves; easily accessible to the dragons, as they could burrow through the ground. These dragons would fly above their territory, using the bleak landscape and its sparse terrain features as their best chance of spotting opponents. The typical blue dragon lair was dug into one of the towering rock formations that dominate desert landscapes. As with all dragon lairs, the blue dragon's lair would have two entrances: one at ground level and hidden by the sand, and one opening onto a high ledge on which it could perch and survey its territory. Each lair also had a large subterranean cavern with a large pool of water and a sandy beach, which its inhabitant would use for drinking and relaxation.  
Parenting and development
Despite their evil nature, blue dragons were actually excellent parents to their young, and would rarely leave their eggs unattended. Blue dragon eggs must be buried in warm sand to incubate. Blue wyrmlings were actually quite cute, but they were quick to taunt any other creature, and even quicker to hunt small desert creatures for food.

Behaviour

Combat

The blue dragon excelled at aerial combat, perhaps more so than any other species of dragon. Their lightning discharges were very easy to aim at other aerial foes, or at creatures below them on the ground. They were also extremely adept at burrowing in sand, and often lie in wait just below the surface of the desert for prey. When they were so burrowed, their large horns could easily be mistaken for pointed desert rocks.   Breath weapon Blue dragons used a shocking burst of lightning.

Additional Information

Uses, Products & Exploitation


Usage

It was said the flesh of red dragons tasted extremely spicy. To be properly prepared, it had to be exposed to open air for at least two days and aged for some time. Anyone who ate red dragon meat that was not treated in this manner was susceptible to horrible cramps and extreme pain. Even if properly prepared, the diner would suffer for it the next day. Reputedly, a historical lord of Mulmaster would eat only the brains of red dragons. Smerdiuk Dragonbane enjoyed red dragon meat, but declared anything else an acquired taste at best. Recipes and techniques were documented in The Fine Art of Cooking and Seasoning Red Dragon. One dish was dragonblood soup, which included the blood, heart, and possibly flesh of a red dragon and was a work of foodomancy.   As with other dragons, a suit of armor crafted from red dragonhide would of course be resistant to flame, protecting itself but not necessarily the wearer. Only proper dragoncraft armor, a shield, or mantle would also confer some of its resistance on the wearer.   The blood of a red dragon was naturally a boon to any spell of fire magic, whether in a potion or ink or used as a material component. For example, three drops of red dragon blood were a potential ingredient in the ink used to inscribe a burning hands spell into a spellbook, according to a recipe in Book of the Silver Talon; it made a fiery beam with greater range and usefulness.   The age of the Dragon will determine it's powerset, abilities, etc. Wyrmling, Young Dragon, Adult Dragon, Ancient Dragon, Greatwyrm - This also means it determines the harvesting.  

Harvesting

Instructions
Instructions: ecause this creature is an Dragon, the player should roll a Nature Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
 
  Type: Dragon   Skill: Nature   The parts available vary based on age.   Most Crafting Items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide Books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items.   [quote] This kind of creature does not normally carry treasure in dragon form, but may possess many coins. This kind of creature will have a sizeable hoards somewhere.   This creature produce Harvested Meat, weight total of 4 lb. DC: 5, Expire: 1 day, Value: 2 sp each   It also will have a higher quality of meat as well.

Civilization and Culture

Historical Figures

Notable Blue dragons of Toril

 
  • Abazigal, a Bhaalspawn Dragon (some consider half-dragon) that was a member of "The Five" during Year of the Gauntlet, 1369 DR (From Baldur's Gate II: Throne of Bhaal)
  • Alasklerbanbastos, also known as "The Great Bone Wyrm", a dracolich ruling Threskel
  • Anaxaster and Chezzaran, offspring of Iymrith, living in Ascore
  • Araugauthos, also known as "The Bluetalon", imprisoned in the ruins of Undermountain
  • Arharzel, the offspring of Roraurim and Faenphaele
  • Clytemorrenestrix, also known as "Nestrix" and "The Terror of the Calim" who was turned into a human during the Spellplague
  • Eshaedra, the mate of Nahaunglaroth.
  • Faenphaele, Roraurim's mate.
  • Gloriankithsanus
  • Idrizraele, Kizilpazar's mate.
  • Iryklathagra, also known as "Sharpfangs" who plagued the Lands of Intrigue.
  • Iymrith, also known as "The Doom of the Desert" in Anauroch.
  • Kizilpazar, patriarch of the Morueme clan, from 1018 DR to 1371 DR.
  • Krashos Morueme, who professed to be "Quevven Jusztiirn", a venerable drow mage.
  • Lennithon, an participant in the raid on Greenest and associate of the Cult of the Dragon in the 1480s DR.
  • Maldraedior
  • Nahaunglaroth, co-leader of the Blood of Morueme since 1371 DR.
  • Nystalancer, transformed into a human by the archmage Arcturia in the Arcturiadoom level of Undermountain.
  • Olothontor, also known as "The Minstrel Wyrm", whose lair was not far from Waterdeep.
  • Roraurim, co-leader of the Blood of Morueme since 1371 DR
  • Saluuknir, also known as "The Blue Vishap", trapped within the Urn of the Blue Vishap
  • Sapphiraktar the Blue, an ancient male blue dracolich.
  • Venasorrn, transformed into a human by the archmage Arcturia in the Arcturiadoom level of Undermountain.
  • Anwir Dupretiskava, an ancient blue dragon and the disguised head of state of Var the Golden.


Sources
Source(s):
 
  • Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), pp. 90–92. ISBN 978-0786965614.
  • James Wyatt (October 2021). Fizban's Treasury of Dragons. (Wizards of the Coast), p. 168. ISBN 978-0786967292.
  • Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), pp. 78–79. ISBN 978-0-7869-4852-9.
  • Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), pp. 72–73. ISBN 0-7869-2893-X.
  • Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 66. ISBN 1-5607-6619-0.
  • Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 31. ISBN 0-935696-00-8.
  • Bruce R. Cordell, et al. (November 2008). Draconomicon: Chromatic Dragons. Edited by Michele Carter, et al. (Wizards of the Coast), p. 32. ISBN 978-0-7869-4980-9.>
  • Ed Greenwood (January 1996). Volo's Guide to the Dalelands. (TSR, Inc), p. 193. ISBN 0-7869-0406-2.
  • Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 13. ISBN 0-7869-2835-2.
  • Eric L. Boyd, Eytan Bernstein (August 2006). Dragons of Faerûn. Edited by Beth Griese, Cindi Rice, Kim Mohan. (Wizards of the Coast), p. 151. ISBN 0-7869-3923-0.
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Genetic Ancestor(s)
Genetic Descendants
Scientific Name
Animalia, Draconia, chromaticus, blue draconis
Origin/Ancestry
Dragon (Chromatic Dragon | Blue)
Lifespan
The oldest known red dragon lived to about 2,500 years
Conservation Status
Chromatic dragons are not protected, by most. Many may offer rewards for their death, but some places may respect the dragon out of fear of consequences.
Average Height
Varies based on age.
Average Weight
A healthy red measuring 40 feet (12 meters) in body length would weigh 5,000 pounds (2,300 kilograms).
Average Length
Hatchling: 1'-3' body and 3' tail. Adult: 12'-18' body and 17' tail. Biggest greatwyrms grew 35-36' with tails 26'-50'
Related Ethnicities

5E Statistics
Blue Dragon

(Draco Electricus
Storm Dragons)
 
Size Wyrmling Medium Young Dragon Large Adult Dragon Huge Ancient Dragon Gargantuan Greatwyrm Gargantuan
Type Dragon
Alignment Lawful Evil
Challenge Rating Wyrmling 3 Young Dragon 9 Adult Dragon 16 Ancient Dragon 23 Greatwyrm 27

General Information

Movement Flying, burrowing
Vision Darkvision, low-light vision
Language(s) Common, Draconic
Favored Climate Temperate
Favored Terrain Deserts

Appearance

Skin color(s) Blue (scales)
Typical build Dragon
Distinctions Horns, Lightning breath

 
See Also: Blue_dragon on Forgotten Realms Wiki