Young Blue Dragon

MapTool Token

NameYoung Blue Dragon
Sorted NameBlue Dragon, Young
FamilyDragon, True
Size and TypeMedium Dragon (Earth)
Hit Dice Count12
Hit Dice12d12+24 (102 hp)
Random Hit Points12d12+24 - 24
Initiative+4
Speed40 ft., burrow 20 ft., fly 150 ft. (poor)
Armor Class21 (+11 natural), touch 10, flat-footed 21
Base Attack/Grapple+12/+15
Attack

Bite +16 (1d8+3) melee

Full Attack

Bite +16 (1d8+3) melee, 2 Claws +16 (1d6+1) melee, 2 Wings +15 (1d4+1) melee

Space/Reach5 ft./5 ft.
Special AttacksBreath weapon (60 ft. line of lightning 6d8, DC 18)
Special Qualities

Blindsense 60 ft., create/destroy water, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses

SavesFort +10, Ref +8, Will +9
AbilitiesStr 17, Dex 10, Con 15, Int 12, Wis 13, Cha 12
Skills

Bluff +6, Concentration +7, Diplomacy +6, Escape Artist +5, Hide +5, Intimidate +6, Knowledge (any 1) +16, Listen +18, Search +16, Sense Motive +6, Spellcraft +6, Spot +18, Use Magic Device +6

Feats

Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

EnvironmentTemperate deserts
Challenge Rating6
Organization

Solitary or clutch (2-5)

TreasureTriple standard
AlignmentAlways lawful evil
Advancement13-14 HD (Medium)
Level Adjustment+5
VersionSRD
SourcesSystem Reference Document
Stat_Block

Young blue dragon; CR 6; Medium dragon (earth); HD 12d12+24; hp 102; Init +4; Spd 40 ft., burrow 20 ft., fly 150 ft. (poor); AC 21 (+11 natural), touch 10, flat-footed 21; Base Atk +12; Grp +15; Atk +16 melee (1d8+3, bite); Full Atk +16 melee (1d8+3, bite) and +16 melee (1d6+1, 2 claws) and +15 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA Breath weapon (60 ft. line of lightning 6d8, DC 18); SQ Blindsense 60 ft., create/destroy water, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses; AL LE; SV Fort +10, Ref +8, Will +9; Str 17, Dex 10, Con 15, Int 12, Wis 13, Cha 12

Skills and Feats: Bluff +6, Concentration +7, Diplomacy +6, Escape Artist +5, Hide +5, Intimidate +6, Knowledge (any 1) +16, Listen +18, Search +16, Sense Motive +6, Spellcraft +6, Spot +18, Use Magic Device +6; Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Blue Dragon

Blue Dragon, Young
Medium Dragon (Earth)
Hit Dice:
12d12+24 (102 hp)
Initiative:
+4
Speed:
40 ft., burrow 20 ft., fly 150 ft. (poor)
Armor Class:
21 (+11 natural), touch 10, flat-footed 21
Base Attack/Grapple:
+12/+15
Attack:
Bite +16 (1d8+3) melee
Full Attack:
Bite +16 (1d8+3) melee, 2 Claws +16 (1d6+1) melee, 2 Wings +15 (1d4+1) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (60 ft. line of lightning 6d8, DC 18)
Special Qualities:
Blindsense 60 ft., create/destroy water, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses
Saves:
Fort +10, Ref +8, Will +9
Abilities:
Str 17, Dex 10, Con 15, Int 12, Wis 13, Cha 12
Skills:
Bluff +6, Concentration +7, Diplomacy +6, Escape Artist +5, Hide +5, Intimidate +6, Knowledge (any 1) +16, Listen +18, Search +16, Sense Motive +6, Spellcraft +6, Spot +18, Use Magic Device +6
Feats:
Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Temperate deserts
Organization:
Solitary or clutch (2-5)
Challenge Rating:
6
Treasure:
Triple standard
Alignment:
Always lawful evil
Advancement:
13-14 HD (Medium)
Level Adjustment:
+5

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

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/
Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC
Wyrmling
S
6d12+6 (45)
13
10
13
10
11
10
+6/+3
+8
+6
+5
+5
2d8 (14)
-
Very young
M
9d12+18 (76)
15
10
15
10
11
10
+9/+11
+11
+8
+6
+6
4d8 (16)
-
Young
M
12d12+24 (102)
17
10
15
12
13
12
+12/+15
+15
+10
+8
+9
6d8 (18)
-
Juvenile
L
15d12+45 (142)
19
10
17
14
15
14
+15/+23
+18
+12
+9
+11
8d8 (20)
-
Young adult
L
18d12+72 (189)
23
10
19
14
15
14
+18/+28
+23
+15
+11
+13
10d8 (23)
21
Adult
H
21d12+105 (241)
27
10
21
16
17
16
+21/+37
+27
+17
+12
+15
12d8 (25)
23
Mature adult
H
24d12+120 (276)
29
10
21
16
17
16
+24/+41
+31
+19
+14
+17
14d8 (27)
25
Old
H
27d12+162 (337)
31
10
23
18
19
18
+27/+45
+35
+21
+15
+19
16d8 (29)
27
Very old
H
30d12+180 (375)
33
10
23
18
19
18
+30/+49
+39
+23
+17
+21
18d8 (31)
29
Ancient
G
33d12+231 (445)
35
10
25
20
21
20
+33/+57
+41
+25
+18
+23
20d8 (33)
31
Wyrm
G
36d12+288 (522)
37
10
27
20
21
20
+36/+61
+45
+28
+20
+25
22d8 (36)
33
Great wyrm
G
39d12+312 (565)
39
10
27
22
23
22
+39/+65
+49
+29
+21
+27
24d8 (37)
35

Blue Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR
Wyrmling
40 ft., burrow 20 ft., fly 100 ft. (average)
+0
16 (+1 size, +5 natural), touch 11, flat-footed 16
Immunity to electricity, create/destroy water
-
-
Very young
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
18 (+8 natural), touch 10, flat-footed 18
-
-
Young
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
21 (+11 natural), touch 10, flat-footed 21
-
-
Juvenile
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
23 (-1 size, +14 natural), touch 9, flat-footed 23
Sound imitation
1st
-
Young adult
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
26 (-1 size, +17 natural), touch 9, flat-footed 26
Damage reduction 5/magic
3rd
19
Adult
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
28 (-2 size, +20 natural), touch 8, flat-footed 28
Ventriloquism
5th
21
Mature adult
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
31 (-2 size, +23 natural), touch 8, flat-footed 31
Damage reduction 10/magic
7th
22
Old
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
34 (-2 size, +26 natural), touch 8, flat-footed 34
hallucinatory terrain
9th
24
Very old
40 ft., burrow 20 ft., fly 150 ft. (poor)
+0
37 (-2 size, +29 natural), touch 8, flat-footed 37
Damage reduction 15/magic
11th
25
Ancient
40 ft., burrow 20 ft., fly 200 ft. (clumsy)
+0
38 (-4 size, +32 natural), touch 6, flat-footed 38
Veil
13th
27
Wyrm
40 ft., burrow 20 ft., fly 200 ft. (clumsy)
+0
41 (-4 size, +35 natural), touch 6, flat-footed 41
Damage reduction 20/magic
15th
29
Great wyrm
40 ft., burrow 20 ft., fly 200 ft. (clumsy)
+0
44 (-4 size, +38 natural), touch 6, flat-footed 44
Mirage arcana
17th
31
*Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.

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.

Combat

Typically, 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 +16 (1d8+3) melee, or Bite +16 (1d8+3) melee, 2 Claws +16 (1d6+1) melee, 2 Wings +15 (1d4+1) melee

feats: ALERTNESS, HOVER, IMPROVED INITIATIVE, WEAPON FOCUS (BITE), WEAPON FOCUS (CLAW), ,