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Pathfinder Second Edition

Compendium

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Ancient Blue Dragon

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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.

Attributes

Ancient Blue Dragon

Creature 18

LEHugeUncommon, Dragon, Electricity
  • Perception31; darkvision, scent (imprecise) 60 feet
  • LanguagesAuran, Common, Draconic, Jotun, Ignan, Infernal
  • Skills acrobatics 28 arcana 33 deception 35 diplomacy 35 intimidation 33 society 35 stealth 28 survival 29
  • Str7Dex4Con6Int 7Wis5Cha7
  • AC 42 Fort32Ref30Will33 (+1 status to all saves vs. magic)
  • HP 370 Immunitieselectricity, paralyzed, sleep
  • 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.
  • Frightful Presence 90 feet, DC 39. 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 TriggerThe 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.
  • Speed50 feet, burrow 30 feet, fly 200 feet
  • Melee jaws 35 (electricity, magical, reach 20 feet) Damage3d10+15 piercing claw 35 (agile, magical, reach 15 feet) Damage3d10+15 slashing tail 33 (magical, reach 25 feet) Damage3d10+13 bludgeoning horns 33 (magical, reach 20 feet) Damage2d10+13 piercing
  • Cantrips ghost sound
  • Breath Weapon (arcane, electricity, evocation) The dragon breathes lightning that deals 12d12 (12d12) electricity damage in a 120-foot line (DC 40 basic Reflex save). It can’t use Breath Weapon again for 1d4 (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.
  • Draconic Frenzy 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.
  • 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 (arcane, concentrate, electricity, evocation) Frequency: Once per round; Requirement: 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 deals 6d12 (6d12) electricity damage to all enemies in its path (DC 40 basic Reflex save).
  • Arcane Innate Spells DC 43; 8th hallucinatory terrain (at will), illusory creature (at will), illusory object (at will), ventriloquism (at will); 7th project image (see mirage); 1st create water (at will; see desert thirst); Cantrips (8th) ghost sound
  • Optional Arcane Prepared Spells DC 41, attack +35; 8th disappearance, maze, mind blank; 7th paralyze, prismatic spray, spell turning; 6th baleful polymorph, feeblemind, mislead; 5th chromatic wall, false vision, illusory scene; 4th clairvoyance, dimension door, hallucinatory terrain; 3rd dream message, hypnotic pattern, paralyze; 2nd dispel magic, invisibility, mirror image; 1st alarm, charm, unseen servant; Cantrips (8th) detect magic, message, read aura, shield, sigil