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Monsters

id478
NameDragon:Blue Dragon, Young adult
SizeAndTypeLarge Dragon
HitDice18d12+72 (189)
Initiative+0 (Dex)
Speed40 ft., fly 150 ft. (poor), burrow 20 ft.
ArmorClass26 (-1 size, +17 natural)
AttacksBite +23 melee, 2 Claws +18 melee, 2 Wings +18 melee, 1 Tail slap +18
DamageBite 2d6+6, claw 1d8+3, wing 1d6+3, tail slap 1d8+9
FaceAndReach5 ft. by 10 ft. / 10 ft.
SpecialAttacksBreath weapon, frightful presence, spells, spell-like abilities
SpecialQualitiesImmunities, damage reduction 5/+1, SR 19, sound imitation, blindsight, keen senses
Saves_Fort15
Saves_Ref11
Saves_Will13
AbilitiesStr 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14
SkillsBluff +15, Concentration +15, Diplomacy +15, Escape Artist +15, Knowledge (any) +15, Listen +18, Scry +15, Search +18, Spellcraft +18, Spot +18
FeatsAny 5
ClimateAndTerrainTemperate and warm desert and underground
Organizationsolitary or clutch (2-5)
ChallengeRating_Value10
TreasureDouble standard
AlignmentAlways lawful evil
Advancement19-20 HD (Large)
Description

Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x80 feet long, every 1d4 rounds; damage 10d8, Reflex half DC 23; effective both on the surface and underwater.

Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 18 Hit Dice (except for other dragons) within 150 feet of the dragon must succeed at a Will save (DC 21) 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 3, 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.

Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 5 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 21) 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 21) 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 150 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 500 feet.