Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide,
and 5x5x100 feet long, every 1d4 rounds; damage 12d8,
Reflex half DC 25; effective both on the surface and
Frightful Presence (Ex): The dragon can unsettle foes with its
mere presence whenever it attacks, charges, or flies overhead.
Creatures with fewer than 21 Hit Dice (except for other
dragons) within 180 feet of the dragon must succeed at a
Will save (DC 23) to avoid this fear effect, and remain immune
to that dragon's frightful presence for one day. On a failure,
creatures with 4 or fewer HD become panicked for 4d6 rounds and
those with 5 or more HD become shaken for 4d6 rounds.
Spells: Knows and casts arcane spells as a sorcerer of level
5, gaining bonus spells for a high Charisma score. Can also
cast cleric spells and those from the Air, Evil, and Law domains
as arcane spells.
Spell-Like Abilities: 3/day-ventriloquism. These abilities
are as the spells cast by a 6 level sorcerer (save DC 13 + spell
Create/Destroy Water (Sp): The dragon can use this ability
three times per day. It works like the create water spell (as by
a 6 level sorcerer), 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 at a Will
save (DC 23) or be ruined.
Immunities (Ex): All dragons are immune to sleep and paralysis
effects. All blue dragons are also immune to electricity.
Sound Imitation (Ex): The dragon can mimic any voice or sound
it has heard, anytime it likes. Listeners must succeed at a Will
save (DC 23) to detect the ruse.
Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly
hearing and scent, but also by noticing vibration and other environmental
clues) with a range of 180 feet.
Keen Senses (Ex): Sees four times as well a human in low-light
conditions and twice as well in normal light. It also has darkvision
with a range of 600 feet.