Blue Dragon, AdultCR 14

Always LE Huge Dragon (Earth)

Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +29, Spot +29

Aura frightful presence (DC 23)

Languages Draconic

AC 28, touch 8, flat-footed 28
(−2 size, +20 natural)

hp 241 (21 HD); DR 5/magic

Immune electricity, sleep, paralysis

SR 21

Fort +17, Ref +12, Will +15

Speed 40 ft., burrow 20 ft., fly 150 ft. (poor)

Melee Bite +28 (2d8+8) and 2 Claws +26 (2d6+4) and 2 Wings +25 (1d8+4) and Tail Slap +25 (2d6+12)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Base Atk +21; Grp +37

Special Actions breath weapon (100 ft. line of lightning 12d8, DC 25), crush 2d8+12 (DC 25), create/destroy water, sound imitation

Spell-like Abilities (CL 6):

3/day—ventriloquism (DC 14)

The save DCs are Charisma-based

Typical Sorcerer Spells Known (CL 5):

()—

Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16

Feats Alertness, Empower Spell, Flyby Attack, Multiattack, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Skills Bluff +15, Concentration +18, Diplomacy +16, Escape Artist +12, Hide +4, Intimidate +16, Knowledge (any 2) +27, Listen +29, Search +27, Sense Motive +16, Spellcraft +15, Spot +29, Use Magic Device +15

Advancement 22-23 HD (Huge)

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.

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.

Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Sound Imitation (Ex) The 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.

Skills Bluff, Hide, and Spellcraft are considered class skills for blue dragons.