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: BECMI (Huge Blue Dragon)
Actions/Abilities/Traits: BECMI (Huge Blue Dragon)
Action
Up to 6
4-13 or 11-38
Actions/Abilities/Traits: BECMI (Huge Blue Dragon)
Actions/Abilities/Traits: BECMI (Large Blue Dragon)
Actions/Abilities/Traits: BECMI (Large Blue Dragon)
Action
Up to 6
3-10 or 7-34
Actions/Abilities/Traits: BECMI (Large Blue Dragon)
Actions/Abilities/Traits: BECMI (Small Blue Dragon)
Actions/Abilities/Traits: BECMI (Small Blue Dragon)
Action
2 claws/1 bite (ground) or up to 6 (Air)
2-7(x2)/3-30
Actions/Abilities/Traits: BECMI (Small Blue Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Blue Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Blue Dragon)
Attributes
Strength: 25
Dexterity: 10
Constitution: 23
Intelligence: 16
Wisdon: 15
Charisma: 19
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Consitution: +11
Wisdom: +7
Constitution: +9
Skills
perception: +12
stealth: +5
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.
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.
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.
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
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.
Trait
Passive Perception
22
Immunities
Damage Immunities
lightning
Senses
blindsight 60 ft.
darkvision 120 ft.
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)
Attributes
Strength: 29
Dexterity: 10
Constitution: 27
Intelligence: 18
Wisdon: 17
Charisma: 21
Saving Throws
Saving Throw Bonuses
Dexterity: +7
Consitution: +15
Wisdom: +10
Constitution: +12
Skills
perception: +17
stealth: +7
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.
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.
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.
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
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.
Trait
Passive Perception
27
Immunities
Damage Immunities
lightning
Senses
blindsight 60 ft.
darkvision 120 ft.
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)
Attributes
Strength: 17
Dexterity: 10
Constitution: 15
Intelligence: 12
Wisdon: 11
Charisma: 15
Saving Throws
Saving Throw Bonuses
Dexterity: +2
Consitution: +4
Wisdom: +2
Constitution: +4
Skills
perception: +4
stealth: +2
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.
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.
Trait
Passive Perception
14
Immunities
Damage Immunities
lightning
Senses
blindsight 10 ft.
darkvision 60 ft.
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)
Attributes
Strength: 30
Dexterity: 14
Constitution: 30
Intelligence: 21
Wisdon: 20
Charisma: 26
Saving Throws
Saving Throw Bonuses
Dexterity: +10
Consitution: +18
Wisdom: +13
Constitution: +16
Skills
intimidation: +16
perception: +21
stealth: +10
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.
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.
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.
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.
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.
Trait
Passive Perception
31
Immunities
Damage Immunities
lightning
Immunities
Condition Immunities
charmed
frightened
poisoned
Senses
truesight 120 ft.
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)
Attributes
Strength: 21
Dexterity: 10
Constitution: 19
Intelligence: 14
Wisdon: 13
Charisma: 17
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Consitution: +8
Wisdom: +5
Constitution: +7
Skills
perception: +9
stealth: +4
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.
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.
Trait
Passive Perception
19
Immunities
Damage Immunities
lightning
Senses
blindsight 30 ft.
darkvision 120 ft.
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: OSE
Actions/Abilities/Traits: OSE
Environments
desert
Action
claw or breath
[2 * claw (1d6 + 1), 1 * bite (3d10)] or breath
Special
Behaviour
Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.
Action
bite or breath
[2 * claw (1d6 + 1), 1 * bite (3d10)] or breath
Special
Pride
Dragons are immensely proud creatures and will always listen to flattery.
Special
Attack pattern
A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).
Special
Breath weapon
Can be used up to three times per day. All caught in the area suffer damage equal to the dragon's current hit points (save versus breath for half). Shapes of breath weapon:
Special
Cloud
50' long, 40' wide, 20' high.
Special
Cone
2' wide at the mouth, 30' wide at far end.
Special
Line
5' wide along whole length.
Special
Energy immunity
Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)
Special
Language and spells
Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).
Special
Sleeping
The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!
Special
Subduing
Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.
Special
Age
The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and ¼ or ½ as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.
Special
Lairs
A dragon's treasure is always kept in its well-hidden lair and is seldom unguarded.
Special
Breath weapon
100' long line of lightning.
Special
Language and spells
40%; 4 * 1st level, 4 * 2nd level.
Special
Sleeping
20%.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
desert
Offense
3 Attacks
Circumstance: Combat
1d6/1d6/3d8
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
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.
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 2e (Adult Blue Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Adult Blue Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 33; 6th illusory creature, illusory object, ventriloquism (at will); 1st create water (at will; see desert thirst); Cantrips (6th) ghost sound
Ability
Breath Weapon
(arcane, electricity, evocation) The dragon breathes lightning that deals 9d12 electricity damage in a 100-foot line (DC 33 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Desert Thirst
(arcane, transmutation) When casting create water, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 32 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horns Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 32
Ability
Sound Imitation
The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so.
Ability
Wing Deflection
Circumstance: Trigger: The dragon is targeted with an attack.
The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.
Offense
Melee
Circumstance: combat round (melee)
jaws +27 [+22/+17] (electricity, magical, reach 15 feet), Damage 3d8+12 piercing plus 1d12 electricity
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Immunity
paralyzed
sleep
Language
Auran
Common
Draconic
Jotun
Perception
darkvision
scent (imprecise) 60 feet
Actions/Abilities/Traits: Pathfinder 2e (Adult Blue Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Blue Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Blue Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 43; 8th hallucinatory terrain (at will), illusory creature (at will), illusory object (at will), ventriloquism (at will); 7th project image (see mirage); 1st create water (at will; see desert thirst); Cantrips (8th) ghost sound
Ability
Breath Weapon
(arcane, electricity, evocation) The dragon breathes lightning that deals 12d12 electricity damage in a 120-foot line (DC 40 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Each time the dragon uses Breath Weapon, a 20-foot-radius storm cloud appears 80 feet above a point of the dragon's choosing along the Breath Weapon's path. Clouds last for 10 minutes and allow the dragon to use Storm Breath.
Ability
Desert Thirst
(arcane, transmutation) When casting create water, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 37 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horns Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 39
Ability
Mirage
Whenever the dragon uses Breath Weapon while the illusory image from its innate project image spell persists, it can cause the Breath Weapon to originate from itself or the image.
Ability
Sound Imitation
The dragon can mimic any sound it has heard. To do so, it must succeed at a Deception check with a +4 circumstance bonus.
Ability
Storm Breath
Circumstance: A storm cloud created by Breath Weapon is within 500 feet, and th
Frequency:
Once per round
The dragon calls down a lightning bolt from a storm cloud created by its Breath Weapon. This creates a vertical line of lightning to the ground that deals 6d12 electricity damage to all enemies in its path (DC 40 basic Reflex save).
Ability
Wing Deflection
Circumstance: Trigger: The dragon is targeted with an attack.
The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.
Offense
Melee
Circumstance: combat round (melee)
jaws +35 [+30/+25] (electricity, magical, reach 20 feet), Damage 3d10+15 piercing plus 2d12 electricity
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Immunity
paralyzed
sleep
Language
Auran
Common
Draconic
Ignan
Infernal
Jotun
Perception
darkvision
scent (imprecise) 60 feet
Actions/Abilities/Traits: Pathfinder 2e (Ancient Blue Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Blue Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Blue Dragon)
Ability
Arcane Innate Spells
DC 28; 1st create water (at will; see desert thirst); Cantrips (4th) ghost sound
Ability
Breath Weapon
(arcane, electricity, evocation) The dragon breathes lightning that deals 5d12 electricity damage in an 80-foot line (DC 28 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Desert Thirst
(arcane, transmutation) When casting create water, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 26 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horns Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 26
Ability
Sound Imitation
The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so.
Ability
Wing Deflection
Circumstance: Trigger: The dragon is targeted with an attack.
The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.
Offense
Melee
Circumstance: combat round (melee)
jaws +21 [+16/+11] (electricity, reach 10 feet), Damage 2d8+11 piercing plus 1d12 electricity
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Immunity
paralyzed
sleep
Language
Common
Draconic
Perception
darkvision
scent (imprecise) 60 feet
Actions/Abilities/Traits: Pathfinder 2e (Young 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