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“Blue Dragon: Thunder of the Desert Skies”

“Unearth the Electric Fury of the Mighty Blue Dragon – A Shocking Encounter Awaits!”

Ancient Blue Dragon
Midjourney

The Blue Dragon, a formidable and awe-inspiring creature of the desert, is known for its striking azure scales that shimmer brilliantly in the relentless sun. This massive, serpent-like beast exudes an air of superiority, possessing a regal presence that commands respect across the arid landscapes it calls home.

With a body spanning up to 20 feet in length and a wingspan reaching an impressive 40 feet, Blue Dragons are creatures of power and grace. Their long, slender bodies, designed for swift flight and precise maneuvering, allow them to dominate the skies over the desert dunes.

Towering, sharp-tipped horns adorn their reptilian heads, and their eyes gleam with intelligence and cunning. Powerful jaws are equipped with rows of razor-sharp teeth, ready to rend prey or challenge intruders. These dragons are known for their mastery of the element of electricity. Sparkling arcs of lightning dance between their scales, adding to their intimidating presence.

Fiercely territorial, Blue Dragons fiercely guard their desert domains and the treasures they amass. They’re known for their cunning and strategic minds, often employing ambush tactics and traps to outwit those who dare encroach upon their territory. The Blue Dragon is a symbol of raw elemental power, embodying the very essence of the unforgiving desert environment it calls home.

  • Adult Blue Dragon 5e
  • Ancient Blue Dragon 5e
  • Young Blue Dragon

Blue Dragon

Blue Dragon
Midjourney

Huge dragon, lawful evil

Armor Class 20 (natural armor)

Hit Points 225 (18d12 + 108)

Speed 40 ft., burrow 30 ft., fly 80 ft.

STRDEXCONINTWISCHA
25 (+7)10 (+0)22 (+6)16 (+3)15 (+2)19 (+4

Saving Throws Dex +4, Con +10, Wis +7, Cha +8

Skills Perception +12, Stealth +4

Damage Immunities lightning

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22

Languages Common, Draconic

Challenge 16 (15,000 XP)

Amphibious. The dragon can breathe both air and water.

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 7) bludgeoning damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) Check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 15 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ancient Blue Dragon

Ancient Blue Dragon
Midjourney

Gargantuan dragon, chaotic evil


Armor Class 24 (natural armor)

Hit Points 333 (18d20 + 144)

Speed 40 ft., burrow 40 ft., fly 80 ft.


STRDEXCONINTWISCHA
25 (+7)10 (+0)24 (+7)16 (+3)15 (+2)19 (+4)

Saving Throws Dex +5, Con +14, Wis +9, Cha +11

Skills Perception +16

Damage Immunities lightning

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26

Languages Common, Draconic

Challenge 23 (50,000 XP)


Legendary Resistance (3/Day). If the Blue Dragon fails a saving throw, it can choose to succeed instead.

Multiattack. The Blue Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

  • Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 7) piercing damage.
  • Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 7) slashing damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.

Repulsion Breath (Recharge 5-6). The dragon exhales repulsion gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Strength saving throw or be pushed 60 feet away from the dragon.


Actions

Multiattack. The dragon can use its Multiattack. It then makes three attacks: one with its bite and two with its claws.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Tail Attack. Melee Weapon Attack: +14 to hit, reach 20 ft., one target not grappled by the dragon. Hit: 19 (2d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.


Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Young Blue Dragon

Young Blue Dragon
Midjourney

Large dragon, lawful evil


Armor Class 18 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 ft., burrow 20 ft., fly 80 ft.


STRDEXCONINTWISCHA
23 (+6)10 (+0)21 (+5)16 (+3)13 (+1)15 (+2)

Saving Throws Dex +3, Con +8, Wis +4, Cha +5 Skills Perception +8, Stealth +3 Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18 Languages Common, Draconic Challenge 12 (8,400 XP)


Amphibious. The Blue Dragon can breathe both air and water.

Actions Multiattack. The Blue Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage.

Lightning Breath (Recharge 5-6). The Blue Dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Source: Dungeons & Dragons 5th Edition, Monster Manual

Innocence, watercolour by British painter Thomas Cooper Gotch, c 1904 Date c 1904, Blue Dragon
Innocence, watercolour by British painter Thomas Cooper Gotch, c 1904 Date c 1904

With scales the color of the desert sky, this large, serpentine dragon moves with an unsettling grace.

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
AgeSizeHit
Dice (hp)
StrengthDexterityConstitutionIntelligenceWisdomCharismaBase
Attack/Grapple
AttackFort
Save
Ref
Save
Will
Save
Breath Weapon (DC)Frightful
Presence DC
WyrmlingS6d12+6 (45)131013101110+6/+3+8+6+5+52d8
(14)
Very
young
M9d12+18 (76)151015101110+9/+11+11+8+6+64d8 (16)
YoungM12d12+24 (102)171015121312+12/+15+15+10+8+96d8
(18)
JuvenileL15d12+45 (142)191017141514+15/+23+18+12+9+118d8 (20)
Young
adult
L18d12+72
(189)
231019141514+18/+28+23+15+11+1310d8 (23)21
AdultH21d12+105 (241)271021161716+21/+37+27+17+12+1512d8 (25)23
Mature
adult
H24d12+120 (276)291021161716+24/+41+31+19+14+1714d8
(27)
25
OldH27d12+162 (337)311023181918+27/+45+35+21+15+1916d8 (29)27
Very
old
H30d12+180
(375)
331023181918+30/+49+39+23+17+2118d8
(31)
29
AncientG33d12+231 (445)351025202120+33/+57+41+25+18+2320d8
(33)
31
WyrmG36d12+288
(522)
371027202120+36/+61+45+28+20+2522d8
(36)
33
Great
wyrm
G39d12+312 (565)391027222322+39/+65+49+29+21+2724d8 (37)35
Blue
Dragon Abilities by Age
AgeSpeedInitiativeACSpecial AbilitiesCaster LevelSR
Wyrmling40 ft., burrow 20 ft., Fly 100 ft. (average)+016 (+1 size, +5 natural), touch 11, flat-footed 16Immunity to electricity, create/destroy water
Very young40 ft., burrow 20 ft., Fly 150 ft. (poor)+018 (+8 natural), touch 10, flat-footed 18 
Young40 ft., burrow 20 ft., Fly 150 ft. (poor)+021 (+11 natural), touch 10, flat-footed 21 
Juvenile40 ft., burrow 20 ft., Fly 150 ft. (poor)+023 (-1 size, +14 natural), touch 9, flat-footed 23Sound imitation1st
Young adult40 ft., burrow 20 ft., Fly 150 ft. (poor)+026 (-1 size, +17 natural), touch 9, flat-footed 26DR 5/magic3rd19
Adult40 ft., burrow 20 ft., Fly 150 ft. (poor)+028 (-2 size, +20 natural), touch 8, flat-footed 28ventriloquism5th21
Mature adult40 ft., burrow 20 ft., Fly 150 ft. (poor)+031 (-2 size, +23 natural), touch 8, flat-footed 31DR 10/magic7th22
Old40 ft., burrow 20 ft., Fly 150 ft. (poor)+034 (-2 size, +26 natural), touch 8, flat-footed 34hallucinatory terrain9th24
Very old40 ft., burrow 20 ft., Fly 150 ft. (poor)+037 (-2 size, +29 natural), touch 8, flat-footed 37DR 15/magic11th25
Ancient40ft., burrow 20 ft., Fly 200 ft. (clumsy)+038 (-4 size, +32 natural), touch 6, flat-footed 38veil13th27
Wyrm40 ft., burrow 20 ft., Fly 200 ft. (clumsy)+041 (-4 size, +35 natural), touch 6, flat-footed 41DR 20/magic15th29
Great wyrm40 ft., burrow 20 ft., Fly 200 ft. (clumsy)+044 (-4 size, +38 natural), touch 6, flat-footed 44Mirage arcana17th31

*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.

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