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) (Large Blue Dragon)
Actions/Abilities/Traits: (BECMI) (Large Blue Dragon)
Action
Up to 6
3-10 or 7-34

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:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Action
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing 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 DC 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 5-6)
The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Tail
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Tail Attack
The dragon makes a tail 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 DC 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.
Special
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
unknown
unknown

Actions/Abilities/Traits:
(OSE)
Actions/Abilities/Traits: (OSE)
Action
claw or breath
[2 * claw (1d6 + 1), 1 * bite (3d10)] or breath
Action
bite 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.
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:
(Pathfinder 2e) (Adult Blue Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Adult Blue Dragon)
Ability
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) (Ancient Blue Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Ancient Blue Dragon)
Ability
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) (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
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