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Ancient Blue Dragon (Spellcaster)Creature 18


UncommonLEHugeDragonElectricity
Source Pathfinder Bestiary
Perception +31 (darkvision, scent (imprecise) 60 feet)
Languages Auran, Common, Draconic, Ignan, Infernal, Jotun
Skills Acrobatics +28, Arcana +33, Deception +35, Diplomacy +35, Intimidation +33, Society +35, Stealth +28, Survival +29
Str +7, Dex +4, Con +6, Int +7, Wis +5, Cha +7

AC 42; Fort +32; Reflex +30; Will +33; +1 status to all saves vs. magic
HP 370
Speed 50 feet (burrow 30 feet, fly 200 feet)
Immunities electricity, paralyzed, sleep

Jaws One Action +35 (+30, +25) to hit (electricity, magical, reach 20) 3d10+15 Piercing + 2d12 Electricity
Claw One Action +35 (+31, +27) to hit (agile, magical, reach 15) 3d10+15 Slashing
Tail One Action +33 (+28, +23) to hit (magical, reach 25) 3d10+13 Bludgeoning
Horns One Action +33 (+28, +23) to hit (magical, reach 20) 2d10+13 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicFrightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 39 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Wing Deflection Reaction

Trigger The dragon is targeted with an attack


Effect 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.

Breath Weapon Two Actions (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.

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.

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.

Storm Breath One Action (arcane, concentrate, electricity, evocation)

Frequency Once per round

Requirements A storm cloud created by Breath Weapon is within 500 feet, and the dragon can see the cloud.


Effect 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 deal 6d12 electricity damage to all enemies in its path (DC 40 basic reflex save).


Arcane Prepared Spells (DC 41, +35 to hit)

Cantrips (9th Level): Detect Magic, Message, Read Aura, Shield, Sigil
1st Level: Alarm, Charm, Unseen Servant
2nd Level: Dispel Magic, Invisibility, Mirror Image
3rd Level: Dream Message, Hypnotic Pattern, Paralyze
4th Level: Clairvoyance, Dimension Door, Hallucinatory Terrain
5th Level: Chromatic Wall, False Vision, Illusory Scene
6th Level: Baleful Polymorph, Feeblemind, Mislead
7th Level: Prismatic Spray, Spell Turning
8th Level: Disappearance, Maze, Mind Blank

Arcane Innate Spells (DC 43, +35 to hit)

Cantrips (9th Level): Ghost Sound
1st Level: Create Water (At Will) (See Desert Thirst), Illusory Object (At Will), Ventriloquism (At Will)
2nd Level: Illusory Creature (At Will)
4th Level: Hallucinatory Terrain (At Will)
7th Level: Project Image (See Mirage)


Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins.

Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.

Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.

The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort-but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel- expensive art, ornate furniture, and architectural marvels.


While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.