Blue Dragons

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Blue Dragons

Blue Dragon Wyrmling

Blue Dragon Wyrmling

Medium dragon Lawful Evil

Armor Class 17; Initiative +2

Hit Points 65 (10d8 + 20)

Speed burrow 15 ft., fly 60 ft., walk 30 ft.

Strength 17 (+3); Dexterity 10 (+0); Constitution 15 (+2); Intelligence 12 (+1); Wisdom 11 (+0); Charisma 15 (+2)

Saving Throws Dexterity +2, Wisdom +2

Skills Perception +4, Stealth +2

Damage Immunities lightning

Senses darkvision 60 ft., blindsight 10 ft.

Languages draconic

Challenge 3; Proficiency Bonus +2

Multiattack. The blue dragon wyrmling makes two Rend attacks.

Rend. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 8 (1d10 + 3) slashing plus 3 (1d6) lightning damage.

Lightning Breath. Recharge 5-6. Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line.
Failure: 21 (6d6) lightning damage.
Success: Half damage.

Young Blue Dragon

Young Blue Dragon

Large dragon Lawful Evil

Armor Class 18; Initiative +4

Hit Points 152 (16d10 + 64)

Speed burrow 20 ft., fly 80 ft., walk 40 ft.

Strength 21 (+5); Dexterity 10 (+0); Constitution 19 (+4); Intelligence 14 (+2); Wisdom 13 (+1); Charisma 17 (+3)

Saving Throws Dexterity +4, Wisdom +5

Skills Perception +9, Stealth +4

Damage Immunities lightning

Senses darkvision 120 ft., blindsight 30 ft.

Languages common, draconic

Challenge 9; Proficiency Bonus +4

Multiattack. The young blue dragon makes three Rend attacks.

Rend. Melee Weapon Attack: +9 to hit, reach 10 ft.. Hit: 12 (2d6 + 5) slashing plus 5 (1d10) lightning damage.

Lightning Breath. Recharge 5-6. Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line.
Failure: 55 (10d10) lightning damage.
Success: Half damage.

Adult Blue Dragon

Adult Blue Dragon

Huge dragon Lawful Evil

Armor Class 19; Initiative +10

Hit Points 212 (17d12 + 102)

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

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Strength 25 (+7); Dexterity 10 (+0); Constitution 23 (+6); Intelligence 16 (+3); Wisdom 15 (+2); Charisma 20 (+5)

Saving Throws Dexterity +5, Wisdom +7

Skills Perception +12, Stealth +5

Damage Immunities lightning

Senses darkvision 120 ft., blindsight 60 ft.

Languages common, draconic

Challenge 16; Proficiency Bonus +5

Legendary Resistance. 3/day (4/day in lair). If the adult blue dragon fails a saving throw, it can choose to succeed instead.

Multiattack. The adult blue dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter.

Rend. Melee Weapon Attack: +12 to hit, reach 10 ft.. Hit: 16 (2d8 + 7) slashing plus 5 (1d10) lightning damage.

Lightning Breath. Recharge 6. Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line.
Failure: 60 (11d10) lightning damage.
Success: Half damage.

Spellcasting. 1 use per day. The adult blue dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Invisibility, Mage Hand, Shatter
1/Day Each: Scrying, Sending

Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Invisibility. A creature you touch has the invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Mage Hand. A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Shatter. A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Scrying. You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.
| | Your Knowledge of the Target Is ... | Save Modifier
| Secondhand (heard of the target) | +5
| Firsthand (met the target) | +0
| Extensive (know the target well) | −5

| | You Have the Target's ... | Save Modifier
| Picture or other likeness | −2
| Garment or other possession | −4
| Body part, lock of hair, or bit of nail | −10

On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.

Sending. You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Cloaked Flight. The adult blue dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn.

Sonic Boom. The adult blue dragon uses Spellcasting to cast Shatter. The adult blue dragon can't take this action again until the start of its next turn.

Shatter. A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Tail Swipe. The adult blue dragon makes one Rend attack.

Ancient Blue Dragon

Ancient Blue Dragon

Gargantuan dragon Lawful Evil

Armor Class 22; Initiative +14

Hit Points 481 (26d20 + 208)

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

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Strength 29 (+9); Dexterity 10 (+0); Constitution 27 (+8); Intelligence 18 (+4); Wisdom 17 (+3); Charisma 25 (+7)

Saving Throws Dexterity +7, Wisdom +10

Skills Perception +17, Stealth +7

Damage Immunities lightning

Senses darkvision 120 ft., blindsight 60 ft.

Languages common, draconic

Challenge 23; Proficiency Bonus +7

Legendary Resistance. 4/day (5/day in lair). If the ancient blue dragon fails a saving throw, it can choose to succeed instead.

Multiattack. The ancient blue dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version).

Rend. Melee Weapon Attack: +16 to hit, reach 15 ft.. Hit: 18 (2d8 + 9) slashing plus 11 (2d10) lightning damage.

Lightning Breath. Recharge 5-6. Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line
Failure: 88 (16d10) lightning damage.
Success: Half damage.

Spellcasting. 1 use per day. The ancient blue dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):
At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version)
1/Day Each: Scrying, Sending

Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Invisibility. A creature you touch has the invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Mage Hand. A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Shatter. A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Scrying. You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.
| | Your Knowledge of the Target Is ... | Save Modifier
| Secondhand (heard of the target) | +5
| Firsthand (met the target) | +0
| Extensive (know the target well) | −5

| | You Have the Target's ... | Save Modifier
| Picture or other likeness | −2
| Garment or other possession | −4
| Body part, lock of hair, or bit of nail | −10

On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.

Sending. You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Cloaked Flight. The ancient blue dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn.

Invisibility. A creature you touch has the invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Sonic Boom. The ancient blue dragon uses Spellcasting to cast Shatter (level 3 version). The ancient blue dragon can't take this action again until the start of its next turn.

Shatter. A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Tail Swipe. The ancient blue dragon makes one Rend attack.