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Young Blue DragonCreature 9


LELargeDragonElectricity
Source Pathfinder Bestiary
Perception +18 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic
Skills Acrobatics +15, Arcana +16, Deception +18, Diplomacy +18, Intimidation +18, Society +16, Stealth +15, Survival +16
Str +5, Dex +2, Con +3, Int +1, Wis +3, Cha +3

AC 28; Fort +19; Reflex +18; Will +19;
HP 170
Speed 30 feet (burrow 15 feet, fly 100 feet)
Immunities electricity, paralyzed, sleep

Jaws One Action +21 (+16, +11) to hit (electricity, reach 10) 1d12 Electricity + 2d8+11 Piercing
Claw One Action +21 (+17, +13) to hit (agile) 2d8+11 Slashing
Tail One Action +19 (+14, +9) to hit (reach 10) 2d8+9 Bludgeoning
Horns One Action +19 (+14, +9) to hit (reach 10) 1d8+9 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. It must succeed at a Deception check with a +4 circumstance bonus to do so.

At-Will Spells

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

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 26 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 5d12 electricity damage in an 80-foot line (DC 28 basic reflex save).

It can't use Breath Weapon again for 1d4 rounds.

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.

Draconic Frenzy Two Actions

The dragon makes two claw Strikes and one horns Strike in any order.

Draconic Momentum

The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.


Arcane Innate Spells (DC 28, +20 to hit)

Cantrips (5th Level): Ghost Sound
1st Level: Create Water (At Will) (See Desert Thirst)


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

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Electricity

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