Name | Juvenile Blue Dragon |
---|---|
Sorted Name | Blue Dragon, Juvenile |
Family | Dragon, True |
Size and Type | Large Dragon (Earth) |
Hit Dice Count | 15 |
Hit Dice | 15d12+45 (142 hp) |
Random Hit Points | 15d12+45 - 45 |
Initiative | +4 |
Speed | 40 ft., burrow 20 ft., fly 150 ft. (poor) |
Armor Class | 23 (-1 size, +14 natural), touch 9, flat-footed 23 |
Base Attack/Grapple | +15/+23 |
Attack | Bite +19 (2d6+4) melee |
Full Attack | Bite +19 (2d6+4) melee, 2 Claws +19 (1d8+2) melee, 2 Wings +18 (1d6+2) melee, Tail Slap +18 (1d8+6) melee |
Space/Reach | 10 ft./5 ft. (10 ft. with bite) |
Special Attacks | Breath weapon (80 ft. line of lightning 8d8, DC 20) |
Special Qualities | Blindsense 60 ft., create/destroy water, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, sound imitation, spells (caster level 1st) |
Saves | Fort +12, Ref +9, Will +11 |
Abilities | Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14 |
Skills | Bluff +10, Concentration +11, Diplomacy +10, Escape Artist +8, Hide +3, Intimidate +10, Knowledge (any 2) +20, Listen +22, Search +20, Sense Motive +10, Spellcraft +9, Spot +22, Use Magic Device +10 |
Feats | Alertness, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw) |
Environment | Temperate deserts |
Challenge Rating | 8 |
Organization | Solitary or clutch (2-5) |
Treasure | Triple standard |
Alignment | Always lawful evil |
Advancement | 16-17 HD (Large) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Juvenile blue dragon; CR 8; Large dragon (earth); HD 15d12+45; hp 142; Init +4; Spd 40 ft., burrow 20 ft., fly 150 ft. (poor); AC 23 (-1 size, +14 natural), touch 9, flat-footed 23; Base Atk +15; Grp +23; Atk +19 melee (2d6+4, bite); Full Atk +19 melee (2d6+4, bite) and +19 melee (1d8+2, 2 claws) and +18 melee (1d6+2, 2 wings) and +18 melee (1d8+6, tail slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA Breath weapon (80 ft. line of lightning 8d8, DC 20); SQ Blindsense 60 ft., create/destroy water, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, sound imitation, spells (caster level 1st); AL LE; SV Fort +12, Ref +9, Will +11; Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14 Skills and Feats: Bluff +10, Concentration +11, Diplomacy +10, Escape Artist +8, Hide +3, Intimidate +10, Knowledge (any 2) +20, Listen +22, Search +20, Sense Motive +10, Spellcraft +9, Spot +22, Use Magic Device +10; Alertness, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw) |
Blue Dragon
Dragon (Earth) Environment: Temperate deserts Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring) Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25 Treasure: Triple standard Alignment: Always lawful evil Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD Level Adjustment: Wyrmling +4; very young +4; young +5; others - Blue Dragons by Age
Blue Dragon Abilities by Age
A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed. Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage. Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems-especially sapphires. CombatTypically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly. Breath Weapon (Su): A blue dragon has one type of breath weapon, a line of lightning. Create/Destroy Water (Sp): A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell. Sound Imitation (Ex): A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon's frightful presence) to detect the ruse. Other Spell-Like Abilities: 3/day-ventriloquism (adult or older); 1/day-hallucinatory terrain (old or older), veil (ancient or older), mirage arcana (great wyrm). Skills: Bluff, Hide, and Spellcraft are considered class skills for blue dragons. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Bite +19 (2d6+4) melee, or Bite +19 (2d6+4) melee, 2 Claws +19 (1d8+2) melee, 2 Wings +18 (1d6+2) melee, Tail Slap +18 (1d8+6) melee
feats: ALERTNESS, HOVER, IMPROVED INITIATIVE, POWER ATTACK, WEAPON FOCUS (BITE), WEAPON FOCUS (CLAW), ,