Size:
Huge
Type:
Dragon
Form:
draconic
Temper:
# App:
± 1d4 (1d4)
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 90' (30')
Climb/Arboreal:
Flight:
± 240' (80') flying
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Adult Blue Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Blue Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Consitution: +11
Wisdom: +7
Constitution: +9
Attributes
Strength: 25
Dexterity: 10
Constitution: 23
Intelligence: 16
Wisdon: 15
Charisma: 19
Skills
perception: +12
stealth: +5
Senses
blindsight 60 ft.
darkvision 120 ft.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (3/Day, or 4/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Passive Perception: 22
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 18):
Detect Magic
Invisibility
Mage Hand
Shatter
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 18):
Scrying
Sending
Immunities
Damage Immunities
lightning
Legendary Action
Cloaked Flight
The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Sonic Boom
The dragon uses Spellcasting to cast Shatter. The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Tail Swipe
The dragon makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Lightning Breath {@recharge 5}
dex 19, each creature in a 90-foot-long, 5-foot-wide Line [Area of Effect]|Line. 60 (11d10) Lightning damage. Half damage.
Action
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 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.
Action
Lightning Breath {@recharge 5}
The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Offense
Bite
Circumstance: Melee
12 to hit, reach 10 ft., one target. (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Offense
Rend
Circumstance: Melee
12, reach 10 ft. (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.
Offense
Claw
Circumstance: Melee
12 to hit, reach 5 ft., one target. (2d6 + 7) slashing damage.
Offense
Tail
Circumstance: Melee
12 to hit, reach 15 ft., one target. (2d8 + 7) bludgeoning damage.
Languages
Common
Draconic
Environments
desert
coastal
Adult blue dragons command small empires, which might be territories of subjugated followers, shadowy criminal networks, or cultic enclaves. Endlessly suspicious and wary of rivals, these dragons enact elaborate schemes to ruin their foes, test the loyalty of their servants, and ensure their dominance for centuries.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Blue Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Blue Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Blue Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +7
Consitution: +15
Wisdom: +10
Constitution: +12
Attributes
Strength: 29
Dexterity: 10
Constitution: 27
Intelligence: 18
Wisdon: 17
Charisma: 21
Skills
perception: +17
stealth: +7
Senses
blindsight 60 ft.
darkvision 120 ft.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Passive Perception: 27
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 22):
Detect Magic
Invisibility
Mage Hand
Shatter (level 3 version)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 22):
Scrying
Sending
Immunities
Damage Immunities
lightning
Legendary Action
Cloaked Flight
The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Sonic Boom
The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Tail Swipe
The dragon makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Lightning Breath {@recharge 5}
dex 23, each creature in a 120-foot-long, 10-foot-wide Line [Area of Effect]|Line. 88 (16d10) Lightning damage. Half damage.
Action
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 20 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.
Action
Lightning Breath {@recharge 5}
The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Offense
Bite
Circumstance: Melee
16 to hit, reach 15 ft., one target. (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Offense
Rend
Circumstance: Melee
16, reach 15 ft. (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage.
Offense
Claw
Circumstance: Melee
16 to hit, reach 10 ft., one target. (2d6 + 9) slashing damage.
Offense
Tail
Circumstance: Melee
16 to hit, reach 20 ft., one target. (2d8 + 9) bludgeoning damage.
Languages
Common
Draconic
Environments
desert
coastal
Ancient blue dragons think beyond dominating groups of short-lived servants. Instead, they seek to claim their places above other dragons and their world's most powerful inhabitants. If world domination seems too tedious or cliché, these dragons might seek to seize control of extraplanar realms, multi-world empires, or forces of reality—like life, storms, or time itself.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Blue Dragon)
Actions/Abilities/Traits: D&D 5e (Blue Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Blue Dragon Wyrmling)
Saving Throws
Saving Throw Bonuses
Dexterity: +2
Consitution: +4
Wisdom: +2
Constitution: +4
Attributes
Strength: 17
Dexterity: 10
Constitution: 15
Intelligence: 12
Wisdon: 11
Charisma: 15
Skills
perception: +4
stealth: +2
Senses
blindsight 10 ft.
darkvision 60 ft.
Passive Perception: 14
Immunities
Damage Immunities
lightning
Action
Multiattack
The dragon makes two Rend attacks.
Action
Lightning Breath {@recharge 5}
The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Action
Lightning Breath {@recharge 5}
dex 12, each creature in a 30-foot-long, 5-foot-wide Line [Area of Effect]|Line. 21 (6d6) Lightning damage. Half damage.
Offense
Bite
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
Offense
Rend
Circumstance: Melee
5, reach 5 ft. (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage.
Languages
Draconic
Environments
coastal
desert
Blue dragon wyrmlings often serve other powerful creatures, learning the ways of control and establishing fearful reputations among weaker creatures. Many wyrmlings initially serve loyally, but as their powers grow to match their ambitions, they eventually betray or abandon their associates. These wyrmlings tempt small groups of creatures into their service, rewarding them with modest treasures and promises of future power.
5e Tools
Actions/Abilities/Traits: D&D 5e (Blue Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Blue Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Blue Greatwyrm)
Saving Throws
Saving Throw Bonuses
Dexterity: +10
Consitution: +18
Wisdom: +13
Constitution: +16
Attributes
Strength: 30
Dexterity: 14
Constitution: 30
Intelligence: 21
Wisdon: 20
Charisma: 26
Skills
intimidation: +16
perception: +21
stealth: +10
Senses
truesight 120 ft.
Trait
Chromatic Awakening (Recharges after a Short or Long Rest)
If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.
Passive Perception: 31
Trait
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
Trait
Unusual Nature
The greatwyrm doesn't require food or drink.
Immunities
Condition Immunities
charmed
frightened
poisoned
Immunities
Damage Immunities
lightning
Legendary Action
Attack
The greatwyrm makes one Claw or Tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Legendary Action
Arcane Spear (Costs 3 Actions)
The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
Action
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Action
Breath Weapon {@recharge 5}
The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) lightning damage. On a successful save, the creature takes half as much damage.
Offense
Bite
Circumstance: Melee
18 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Offense
Claw
Circumstance: Melee
18 to hit, reach 10 ft., one target. (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Offense
Tail
Circumstance: Melee
18 to hit, reach 20 ft., one target. (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a 26 Strength saving throw or be knocked prone.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (Blue Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young Blue Dragon)
Actions/Abilities/Traits: D&D 5e (Young Blue Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Consitution: +8
Wisdom: +5
Constitution: +7
Attributes
Strength: 21
Dexterity: 10
Constitution: 19
Intelligence: 14
Wisdon: 13
Charisma: 17
Skills
perception: +9
stealth: +4
Senses
blindsight 30 ft.
darkvision 120 ft.
Passive Perception: 19
Immunities
Damage Immunities
lightning
Action
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Action
Lightning Breath {@recharge 5}
dex 16, each creature in a 60-foot-long, 5-foot-wide Line [Area of Effect]|Line. 55 (10d10) Lightning damage. Half damage.
Action
Lightning Breath {@recharge 5}
The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Offense
Bite
Circumstance: Melee
9 to hit, reach 10 ft., one target. (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
Offense
Rend
Circumstance: Melee
9, reach 10 ft. (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage.
Offense
Claw
Circumstance: Melee
9 to hit, reach 5 ft., one target. (2d6 + 5) slashing damage.
Languages
Common
Draconic
Environments
desert
coastal
Young blue dragons seek to establish themselves as forces to be feared. Many claim isolated communities to rule over or ancient ruins where they might find magical paths to power. These blue dragons might temporarily cooperate with other dragons or powerful villains to gain followers and influence.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Blue Dragon)
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Treasure: Treasure: 5d6×1,000 cp (25%), 1d100×1,000 sp (40%), 1d4×10,000 ep (40%), 1d6×10,000 gp (55%), 5d10×100 pp (25%), 1d100 gems (50%), 1d4×10 jewellery (50%), 4 magic items plus 1 potion and 1 scroll (15%), 2d4 potions (40%)
Special
Breath Weapon
Blue dragon breath is a bolt of lighting, 100-ft long×5-ft wide. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount). The dragon may use this breath weapon up to three times per day.
Special
Speech
60% chance of being able to speak.
Special
Spellcasting
30% chance of being able to cast magic. If the dragon can cast spells, it gains spells as if it were a wizard of a level equal to its age category.
Special
Sleep
30% chance of being found asleep. If asleep, 1 in 6 chance of awakening in the presence of adventurers. Dragons also sometimes feign sleep.
Defense
Special Defenses
Circumstance: Combat
See below
Offense
3 Attacks
Circumstance: Combat
1d6/1d6/3d8
Offense
Special Attacks
Circumstance: Combat
See below
Environments
Frequency:
Rare
desert
Deadly desert-dwelling dragons that attack with lightning breath
The deserts of the southern lands are home to the deadly blue dragons. These creatures dwell in vast caves in arid lands coming forth to visit their enemies and innocent victims with deadly lightning attacks.
Blue dragons often (60%) are known to speak, only sometimes (30%) cast magic, but sometimes will (30%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
If a blue dragon can cast spells, it gains spells as if it were a wizard of a level equal to its age category.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 1e (Adult Blue Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Adult Blue Dragon)
Aura: electricity (5 ft., 1d6 elect.), frightful presence (180 ft., DC 21)
Actions/Abilities/Traits: Pathfinder 1e (Adult Blue Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Blue Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Blue Dragon)
Aura: electricity (10 ft., 2d6 electricity), frightful presence (300 ft., DC 27)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Blue Dragon)
With scales the color of the desert sky, this large, serpentine dragon moves with an unsettling grace.
5e SRD
A proud, ancient race of gigantic, carnivorous, winged reptiles. There are many subspecies of dragon, many of which are distinguished by the colour of their scales. All dragons are egg-layers and hoard treasure in their lairs, far from areas of human civilisation.
OSE
Deadly desert-dwelling dragons that attack with lightning breath
The deserts of the southern lands are home to the deadly blue dragons. These creatures dwell in vast caves in arid lands coming forth to visit their enemies and innocent victims with deadly lightning attacks.
Blue dragons often (60%) are known to speak, only sometimes (30%) cast magic, but sometimes will (30%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
If a blue dragon can cast spells, it gains spells as if it were a wizard of a level equal to its age category.
OSRIC