TEXT: 1
  W
  elcome to the second Codex Draconis, the 
  line of products that gives you what you 
  need to drop dragons into your games with 
  a minimum of effort and a maximum of options. Here 
  in the second volume of our line, we present options 
  and alternatives for a dozen blue dragons, covering 
  every age category of the azure lords of the steppes and 
  deserts. Each age category also has three pregenerated 
  treasure hoards, some alternative monster builds, and 
  suggestions on how to build even deadlier dragon 
  encounters.
  Dragons are among the most iconic, and most 
  popular, of all fantasy roleplaying game foes. Once 
  the domain exclusively of higher-level adventures, 
  dragons now have rules for every stage of life. This 
  means that wet-behind-the-ears PCs can face dragons 
  early in their careers (though likely they will be facing 
  dragons the size of housecats). To ensure a dragon 
  is always just the right threat for PCs of any level, 
  dragons are given twelve stages of life that, when 
  combined with the many different types of dragons, 
  creates a range of CRs from 5 to 21. The problem with 
  that, of course, is that it requires a lot of stat blocks, 
  and those take up room. To save space, instead of 
  presenting a full write-up of every dragon at every 
  age category, the game’s creators present a set of rules 
  outlining how to write up dragons, and then give a 
  few examples of each type. As a result, although you 
  can find a dragon of the right CR for an encounter, 
  it takes a considerable amount of work to get that 
  dragon ready for the game.
  To help with that problem, the fine folks at 
  D20PFSRD.com took on the job of creating full stat 
  blocks for every true dragon of every type, and when 
  we expressed an interest in using those as the starting 
  point for our Codex Draconis line, they were kind 
  
  2
  enough to give us their blessing. In addition 
  to their dragon write-ups, Codex Draconis: 
  Blue Satraps of the Deserts presents additional 
  material to expand the ways you can use these 
  dragons and allows you to drop them into your 
  campaign.
  The Basics 
  The biology and ecology of blue dragons is 
  the same regardless of age category.
  ECOLOGY
  Environment warm deserts
  Organization solitary
  Treasure triple
  Blue dragons love deserts, but they can 
  live in any arid environment, including wind-
  swept steppes and rocky badlands. A few 
  control territories that include temperate, dry 
  environments, but they avoid claiming land that 
  brings them into conflict with black, green, or 
  red dragons.
  They prefer their food freshly cooked by 
  their own lightning breath. Although just as 
  omnivorous as any dragon, blues prefer herd 
  animals such as horses, cattle, and camels—
  which makes them a serious threat to nomads, 
  ranchers, and caravans.
  Blue dragons prefer to lair near those that 
  they control, sometimes even within the confines 
  of a city. Usually blue dragons make their lairs in 
  vast caverns, preferably at the base of cliffs where 
  windblown sands conceal access to their hordes. 
  Inside, they carefully organize their treasure in 
  crates and cubbyholes, and they sleep amid the 
  sand. Because of the arid nature of their habitat, 
  blue dragons have no concerns about rot or 
  decay, so their hoards are just as full of books 
  and scrolls as they are of coins, gemstones, 
  and jewelry—though all blue dragons are 
  fond of blue sapphires.
  Blue dragons rule their domains through 
  cruelty and intimidation. Blue dragons are 
  consummate 
  schemers 
  and 
  obsessively 
  orderly. In combat, blue dragons prefer to 
  surprise foes if possible, and they are not 
  above retreating if the odds turn against 
  them. They never forget that shame, though, 
  and look for opportunities to humiliate and 
  destroy those who force them from the field 
  of battle.
  The chief weaknesses of blue dragons are 
  their vanity and their territoriality. The first 
  can lead them to underestimate foes, and the 
  latter can lure them away from their hoard to 
  deal with trespassers.
  Hoard: In this section, we present 
  pregenerated loot to form a dragon’s hoard 
  for each age category. You will find values for 
  triple the normal treasure for an encounter 
  of the dragon’s CR (as standard for blue 
  dragons) with values for campaigns using 
  slow, medium, and fast advancement XP 
  charts. We show the gp value for each item to 
  make it easy for you to swap out items from 
  the pregenerated hoard with items you want 
  to provide to your group’s characters. Coins 
  fill in the total hoard value, so if you swap 
  out items for those with lower values, add 
  more coins. If you swap out for items with 
  higher values, remove coins.
  Upping the Ante: Sometimes even 
  dragons need a little help. This section 
  proposes ways to make dragon encounters 
  more dangerous. This might be a note on how 
  it can use items from its hoard, a suggestion 
  on allies (or servants) the dragon might take 
  into battle, or proposals on how to use traps 
  and terrain to the dragon’s advantage.
  Alternative Builds: Each age category 
  also presents at least one alternative build, 
  representing different paths a blue dragon 
  might take over its lifespan. Each alternative 
  build presents a short description of how that 
  dragon’s tactics or preferences differ from 
  a typical blue dragon, and a list of changes 
  made to the base stat block to create the 
  alternative dragon. We present each changed 
  section (such as feats) so you can replace 
  the same section of the typical dragon’s stat 
  block.
  The Dragons
  Each of the sections below contains a 
  dragon entry for a specific CR. As noted 
  above in “The Basics,” you will have stats, 
  hoards, and encounter advice for each 
  dragon entry.
  Blue Dragon, Wyrmling
  With scales the color of the desert sky, this small, 
  serpentine dragon moves with unsettling grace. 
  Wyrmling Blue Dragon        CR 5
  XP 1,600
  LE Small Dragon (earth)  
  Init +6; Senses dragon senses, Perception +9
  Defense
  AC 18, touch 13, flat-footed 16 (+2 Dex, 
  +5 natural, +1 size) 
  hp 45 (6d12+6)
  
  3
  shiny objects taken off caravan guards or 
  a town’s watch, and objects that survived 
  when the wyrmling took a humanoid for 
  food.
   Slow (3,000 gp): black pearl (100 gp), 
  lapis lazuli (6 gp), magnifying glass (100 
  gp), climber’s kit (80 gp), smokesticks (2 
  sticks, 20 gp each), empty backpack (2 gp), 
  carved wooden staff with platinum (600 
  gp), feathered ribbon (10 gp), 200 pp, 62 
  gp.
   Medium (4,650 gp): blue sapphire (1,000 
  gp), golden yellow topaz (700 gp), 
  black pearl (100 gp), lapis lazuli (6 gp), 
  magnifying glass (100 gp), climber’s kit 
  (80 gp), smokesticks (2 sticks, 20 gp each), 
  empty backpack (2 gp), carved wooden 
  staff with platinum (600 gp), feathered 
  ribbon (10 gp), potion of cure light wounds 
  (CL 1, 50 gp), scroll of acid arrow (CL 3, 150 
  gp), 200 pp, 512 gp.
   Fast (6,900 gp): blue sapphire (1,000 gp), 
  golden yellow topaz (700 gp), black pearl 
  (100 gp), lapis lazuli (6 gp), magnifying 
  glass (100 gp), climber’s kit (80 gp), 
  smokesticks (2 sticks, 20 gp each), empty 
  backpack (2 gp), pink pearl urn wreathed 
  in continual flame (2,000 gp), carved wooden 
  staff with platinum (600 gp), feathered 
  ribbon (10 gp), potion of cure light wounds 
  (CL 1, 50 gp), scroll of acid arrow (CL 3, 150 
  gp), 200 pp, 762 gp.
  UppinG thE AntE
  Before its sixth birthday, the wyrmling 
  blue dragon is already a dangerous ambush 
  Fort +6, Ref +7, Will +5
  Immune electricity, paralysis, sleep
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 150 ft. (average)
  Melee bite +9 (1d6+1), 2 claws +8 (1d4+1)
  Special Attacks breath weapon (40-ft. line, DC 
  14, 2d8 electricity), desert thirst (DC 14)
  Statistics
  Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10
  Base Atk +6; CMB +6; CMD 18 (22 vs. trip)
  Feats Dazzling Display, Improved 
  Initiative, Weapon Focus (bite) 
  Skills Bluff +9, Fly +13, Intimidate +9, 
  Knowledge (local) +9, Perception +9, Stealth +15
  Languages Draconic
  Special Abilities
  Desert Thirst (Su): A blue dragon can cast create 
  water at will (CL 6). Alternatively, it can destroy 
  an equal amount of liquid in a 10-foot burst. 
  Unattended liquids are instantly reduced to sand. 
  Liquid-based magic items (such as potions) and 
  items in a creature’s possession must succeed on 
  a Will save (DC 14) or be destroyed.
  hOArd
  Though it might be the terror of the local 
  oases or worshiped as a god by a tribe of 
  kobolds, the blue wyrmling is not yet the 
  target of dragon slaying adventurers who 
  carry useful bits of gear into its lair. Because 
  of this lack of adventurer fodder, the 
  wyrmling lacks a very important source of 
  treasure. Nor is the wyrmling yet taking on 
  major foes to gain their favored possessions 
  as spoils or carrying off large objects of art. 
  Until it grows larger, most of a wyrmling’s 
  hoard is a mixed bag of tribute from nomads, 
  predator. Against caravans and ordinary 
  intruders in its realm, the wyrmling blue 
  dragon prefers to hide until it knows a target’s 
  strengths and weaknesses. Burrowed into the 
  sand with just the top of its head exposed, the 
  blue dragon can analyze its prey. Its exposed 
  horn is often mistaken for a jagged rock. 
  Against adventuring groups, the wyrmling 
  blue dragon prefers to attack from the air, 
  at night. If possible, it attacks during a storm 
  when its lightning is easily mistaken for natural 
  bolts. Taking advantage of its superior senses, 
  the wyrmling swoops in and out, singling out 
  targets for destruction.
  
  4
  Even at this young age, a blue dragon 
  can communicate with kobolds (both speak 
  Draconic), and a wyrmling blue dragon is a 
  significant enough force to intimidate and 
  enslave the scaly humanoids. For their part, the 
  kobolds enjoy the protection of dragons and 
  willingly accept servitude. Gangs of kobolds 
  dig cunningly concealed pit traps in the sand, 
  making it easier for the blue dragon to acquire 
  its favorite food: herd animals.
  ALtErnAtivE BUiLds
  The standard blue wyrmling exists to make 
  surprise attacks against groups of foes. Its skill 
  with Stealth, burrowing speed, and Dazzling 
  Display all make it possible for the wyrmling 
  to explode from hiding and intimidate groups 
  of foes. Two other combat-oriented options 
  appear below.
  drEAdnOUGht
  Sometimes all a dragon needs is the 
  endurance to muscle through its foes, even if 
  these foes get the drop on it.
  Changes: Initiative +2; AC 19, touch 13, 
  flat-footed 17 (+2 Dex, +6 natural, +1 size); hp 
  51 (6d12+12), Feats Improved Natural Armor, 
  Toughness, Weapon Focus (bite) 
  hUmminGBird 
  Some blue dragons focus on developing 
  their flying abilities early.
  This option replaces Dazzling Display with 
  Flyby Attack and Improved Initiative with 
  Wingover.
  Changes: Initiative +2, Feats Flyby Attack, 
  Weapon Focus (bite), Wingover
  Blue Dragon, Very young
  This orc-sized sky-blue dragon watches you warily, 
  keeping the jagged horn atop its head pointed at its 
  foes. 
  Very Young Blue Dragon     CR 7
  XP 3,200
  LE Medium dragon (earth)  
  Init +5; Senses dragon senses; Perception +12
  Defense
  AC 19, touch 11, flat-footed 18 (+1 Dex, 
  +8 natural)
  hp 68 (8d12+16)
  Fort +8, Ref +7, Will +7
  Immune electricity, paralysis, sleep
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 150 ft. (average)
  Melee bite +12 (1d8+4), 2 claws +11 (1d6+3), 2 
  wings +9 (1d4+1)  
  Special Attacks breath weapon (60-ft. line, DC 
  16, 4d8 electricity), desert thirst (DC 16)
  Statistics
  Str 17, Dex 12, Con 15, Int 12, Wis 13, Cha 12
  Base Atk +8; CMB +11; CMD 22 (26 vs. trip)
  Feats Dazzling Display, Improved 
  Initiative, Multiattack, 
  Weapon Focus (bite)
  Skills Bluff +12, Fly +12, Intimidate +12, 
  Knowledge (local) +12, Perception +12, 
  Stealth +12, Survival +12 
  Languages Common, Draconic
  SQ sound imitation
  Special Abilities
  Desert Thirst (Su): A blue dragon can 
  cast create water at will (CL 8). Alternatively, 
  it can destroy an equal amount of liquid in a 
  10-foot burst. Unattended liquids are instantly 
  reduced to sand. Liquid-based magic items 
  (such as potions) and items in a creature’s 
  possession must succeed on a Will save (DC 16) 
  or be destroyed.
  Sound Imitation (Ex): A very young or older 
  blue dragon can mimic any voice or sound it 
  has heard by making a successful Bluff check 
  against a listener’s Sense Motive check.
  hOArd
  With ten years or more on its wyrmling 
  cousins, the very young blue dragon fears 
  neither hag nor mummy. Even whole 
  swarms of giant scorpions are no match for 
  a very young blue dragon.
  Very young blue dragons often team up 
  with weaker creatures to exert control over 
  a caravan route or oasis, and they charge 
  tolls for access. This begins to bring more 
  valuable and more exotic treasure to the 
  dragon’s hoard.
  Slow (5,250 gp): Blue sapphire (1,000 
  gp), potion of darkvision (300 gp), potion of 
  spider climb (300 gp), arcane scroll (shocking 
  grasp, undetectable alignment, web; CL 3, 
  225 gp), divine scroll (detect chaos, detect 
  undead, enthrall; CL 3, 200 gp), oil of magic 
  weapon (50 gp), potion of mage armor (50 
  gp), 300 pp, 140 sp.
  Medium (7,800 gp): Blue sapphire (1,000 
  gp), caster’s shield with scroll of fireball 
  on it (CL 5, 3,528 gp), potion of darkvision 
  (300 gp), potion of spider climb (300 gp), 
  arcane scroll (shocking grasp, undetectable 
  alignment, web; CL 3, 225 gp), divine scroll 
  (detect chaos, detect undead, enthrall; CL 3, 
  200 gp), oil of magic weapon (50 gp), potion 
  of mage armor (50 gp), 200 pp, 360 sp.
  
  5
  Fast (11,700 gp): Blue sapphire (1,000 
  gp), caster’s shield with scroll of fireball on it 
  (CL 5, 3,528 gp), +1 shortspear (2,302 gp), +1 
  mithral shirt (2,100 gp), potion of darkvision 
  (300 gp), potion of spider climb (300 gp), 
  arcane scroll (shocking grasp, undetectable 
  alignment, web; CL 3, 225 gp), divine scroll 
  (detect chaos, detect undead, enthrall; CL 3, 
  200 gp), oil of magic weapon (50 gp), potion 
  of mage armor (50 gp), 100 pp, 534 gp.
  UppinG thE AntE
  Since its earliest days, the very young 
  blue dragon has learned to speak Common. 
  This enables it to instruct allies and slaves. 
  Blue dragons at this level often work 
  with packs of four to six wererats. The 
  lycanthropes infiltrate caravans, acting as 
  cooks, drovers, or even guards, and then 
  turn against their fellow travelers when 
  the dragon attacks. The blue dragon is the 
  real muscle, and brains, of the operation. Its 
  allies serve to watch the territory while the 
  dragon sleeps. Blue dragons might tolerate 
  a nest of kobolds in their territory as well, 
  provided those kobolds work as sentries 
  and spies for the dragon.
  ALtErnAtivE BUiLds
  The very young blue dragon has gained 
  Multiattack, making it even better at bursting 
  from a sandy burrow into the midst of prey. 
  Its ability to imitate sounds gives it another 
  tool for luring potential prey into ambush. 
  Two more focused options appear below.
  BitEr
  A very young blue dragon with this 
  build depends less on speed and more 
  on the savagery of its bite. It counts on its 
  flying speed to bring prey within reach of 
  its deadly maw.
  Changes: Initiative +1; AC 20, touch 11, 
  flat-footed 19 (+1 Dex, +9 natural); hp 76 
  (8d12+24); melee bite +12 (2d6+4), 2 claws +8, 
  2 wings +6; Feats Improved Natural Armor, 
  Improved Natural Attack (bite), Toughness, 
  Weapon Focus (bite)
  dArtEr
  This build capitalizes on speed and 
  mobility. A very young blue dragon with this 
  build bursts from hiding on the edge of a group 
  of a prey, and darts in and out of the group.
  Changes: AC 20, touch 12, flat-footed 18 
  (+1 Dex, +1 dodge, +8 natural); melee bite +11; 
  Feats Dodge, Improved Initiative, Mobility, 
  Spring Attack
  Blue Dragon, young
  The air around this large, serpentine dragon reeks 
  of ozone, and its sky-blue scales flash and spark as it 
  bares its fangs. 
  Young Blue Dragon               CR 9
  XP 6400
  LE Large dragon (earth)  
  Init +5; Senses dragon senses; Perception +14
  Defense
  AC 21, touch 10, flat-footed 20 (+1 Dex, +11 
  natural, –1 size) 
  hp 95 (10d12+30)
  Fort +10, Ref +8, Will +8
  Immune electricity, paralysis, sleep
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +15 (2d6+7), 2 claws +14 (1d8+5), 2 
  wings +12 (1d6+2), tail slap +12 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft. line, DC 18, 
  6d8 electricity), desert thirst (DC 18)
  Spell-Like Abilities (CL 10th, concentration +11) 
  At will—ghost sound (DC 11)
  Statistics
  Str 21, Dex 12, Con 17, Int 12, Wis 13, Cha 12
  Base Atk +10; CMB +16; CMD 27 (31 vs. trip)
  Feats Dazzling Display, Improved 
  Initiative, Multiattack, Shatter Defenses, Weapon 
  Focus (bite) 
  
  6
  Skills Bluff +14, Fly +8, Intimidate +14, 
  Knowledge (local) +14, Perception +14, 
  Stealth +10, Survival +14
  Languages Common, Draconic
  Special Abilities
  Desert Thirst (Su): A blue dragon can cast create 
  water at will (CL 10). Alternatively, it can destroy 
  an equal amount of liquid in a 10-foot burst. 
  Unattended liquids are instantly reduced to sand. 
  Liquid-based magic items (such as potions) and 
  items in a creature’s possession must succeed on 
  a Will save (DC 18) or be destroyed.
  Sound Imitation (Ex): A very young or older 
  blue dragon can mimic any voice or sound it has 
  heard by making a successful Bluff check against a 
  listener’s Sense Motive check.
  hOArd
  After two decades or so, the young blue 
  dragon is the size of a horse and easily as strong 
  as a lion. Although it is becoming ambitious, 
  many larger and more powerful creatures are 
  in the world. Still, the young blue dragon’s 
  reputation is growing and the belongings of 
  would-be dragon slayers begin to show up in 
  its hoard.
   Slow (8,550 gp): Blue sapphire (1,000 gp), 
  violet garnet (400 gp), jet (80 gp), wand of 
  invisibility (36 charges; CL 3, 3,650 gp), divine 
  scroll (magic stone, remove paralysis; CL 3, 175 
  gp), 200 pp, 155 gp.
   Medium (12,750 gp): Blue sapphire (1,000 
  gp), violet garnet (400 gp), jet (80 gp), ring 
  of counterspells (contains lightning bolt when 
  found, 4,000 gp), wand of invisibility (36 
  charges; CL 3, 3,650 gp), divine scroll (magic 
  stone, remove paralysis; CL 3, 175 gp), 200 pp, 
  355 gp.
   Fast (19,200 gp): Blue sapphire (1,000 
  gp), violet garnet (400 gp), jet (80 gp), 
  +1 dragonbane composite (+1 Str) shortbow 
  (8,150 gp), ring of counterspells (contains 
  lightning bolt when found, 4,000 gp), wand 
  of invisibility (36 charges; CL 3, 3,650 gp), 
  divine scroll (magic stone, remove paralysis; 
  CL 3, 175 gp), 60 pp, 55 gp.
  UppinG thE AntE
  The natural weapons of a young 
  blue dragon are far deadlier than any 
  melee weapon, and its scales exceed the 
  protection of the finest plate armor. Wands 
  and scrolls gather dust in a young blue 
  dragon’s hoard, because it cannot yet cast 
  spells. That does not stop it from reaching 
  out to sphinxes, devils, and efreeti for 
  arcane knowledge and training. In addition 
  to wererats and nests of kobolds, eldritch 
  tutors such as erinyes might be in a young 
  blue dragon’s lair.
  ALtErnAtivE BUiLds
  The young blue dragon has Multiattack, 
  keeping ambushes viable. Its ability to cast 
  ghost sound gives it another tool for luring 
  potential prey into ambush. Two more 
  focused options appear below.
  pOwEr BitEr
  The young blue dragon’s bite becomes 
  an even more formidable weapon with this 
  build.
  Changes: Initiative +1; AC 21, touch 10, 
  flat-footed 21 (+1 Dex, +12 natural, -1 size); 
  hp 105 (10d12+40); melee bite +15 (3d6+7), 
  2 claws +11, 2 wings +9, tail slap +9; Feats 
  Improved Natural Armor, Improved 
  Natural Attack (bite), Power Attack, 
  Toughness, Weapon Focus (bite)
  ELdritCh stUdEnt
  Although it gains no ability to cast 
  spells, young blue dragons with this build 
  can (and will) use magic items from their 
  hoard courtesy of Use Magic Device.
  Changes:  Skills Fly +8, Knowledge 
  (arcana) +14, Knowledge (local) +14, 
  Perception +14, Steal +10, Survival +14, Use 
  Magic Device +14
  Blue Dragon, JuVenile
  The smell of ozone fills the air around this 
  large, serpentine dragon. With a snarl, it bares 
  sharp fangs, and light glints off its blue scales. 
  Juvenile Blue Dragon          CR 10
  XP 9,600
  LE Large dragon (earth)  
  Init +5; Senses dragon senses; Perception +17
  Aura frightful presence (120 ft., DC 18)
  Defense
  AC 24, touch 10, flat-footed 23 (+1 Dex, 
  +14 natural, -1 size) 
  hp 126 (12d12+48)
  Fort +12, Ref +9, Will +10
  Immune electricity, paralysis, sleep
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +18 (2d6+9), 2 claws +17 (1d8+6), 2 
  wings +15 (1d6+3), tail slap +15 (1d8+9) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft. line, DC 
  20, 8d8 electricity), desert thirst (DC 20) 
  
  7
  Spell-Like Abilities (CL 12th; concentration 
  +14)
  At will—ghost sound (DC 12), minor image (DC 
  14)
  Spells Known (CL 1st; concentration +3, save 
  DC 12+spell level)
  1st (4/day)—mage armor, true strike
  0 (at will)—detect magic, mage hand, read 
  magic, resistance
  Statistics
  Str 23, Dex 12, Con 19, Int 14, Wis 15, Cha 14
  Base Atk +12; CMB +19; CMD 30 (34 vs. trip)
  Feats Combat Casting, Dazzling 
  Display, Improved 
  Initiative, Multiattack, Shatter Defenses, 
  Weapon Focus (bite) 
  Skills Bluff +17, Fly +10, Intimidate +17, 
  Knowledge (local) +17, Perception +17, 
  Spellcraft +17,Stealth +12, Survival +17 
  Languages Auran, Common, Draconic
  SQ sound imitation
  Special Abilities
  Desert Thirst (Su): A blue dragon can cast create 
  water at will (CL 12). Alternatively, it can 
  destroy an equal amount of liquid in a 10-foot 
  burst. Unattended liquids are instantly reduced 
  to sand. Liquid-based magic items (such as 
  potions) and items in a creature’s possession 
  must succeed on a Will save (DC 20) or be 
  destroyed.
  Sound Imitation (Ex): A very young or older 
  blue dragon can mimic any voice or sound it 
  has heard by making a successful Bluff check 
  against a listener’s Sense Motive check.
  hOArd
  The juvenile blue dragon is still the size 
  of a horse and as strong as a lion, and it is 
  approaching its first half-century. It might 
  be juvenile, and not yet well known, but it 
  has decades of accumulated knowledge and 
  experience. Now that it can cast spells, the 
  juvenile blue dragon takes a particular interest 
  in collecting scrolls and arcane magic items.
   Slow (10,950): 2 blue sapphires (1,000 
  gp each), golden yellow topaz (600 gp), 
  tourmaline (90 gp), white pearl (90 gp), 
  sardonyx (80 gp), iolite (70 gp), sardonyx (60 
  gp), iolite (60 gp), carnelian (60 gp), zircon 
  (50 gp), bloodstone (50 gp), onyx (40 gp), 
  azurite (12 gp), banded agate (10 gp), small 
  tapestry threaded with platinum (1,000 gp), 
  leather belt set with star rose quartz (700 
  gp), fine steel mask inlaid with brass (600 
  gp), rabbit fur gloves (140 gp), +2 breastplate 
  (4,350 gp), divine scroll (helping hand; CL 5, 
  375 gp), arcane scroll (blindness/deafness; CL 
  3, 150 gp), 363 gp.
   Medium (16,350 gp): 2 blue sapphires 
  (1,000 gp each), golden yellow topaz (600 
  gp), tourmaline (90 gp), white pearl (90 gp), 
  sardonyx (80 gp), iolite (70 gp), sardonyx (60 
  gp), iolite (60 gp), carnelian (60 gp), zircon (50 
  gp), bloodstone (50 gp), onyx (40 gp), azurite 
  (12 gp), banded agate (10 gp), small tapestry 
  threaded with platinum (1,000 gp), leather 
  belt set with star rose quartz (700 gp), fine 
  steel mask inlaid with brass (600 gp), rabbit 
  fur gloves (140 gp), dusty rose prism ioun stone 
  (5,000 gp), +2 breastplate (4,350 gp), divine 
  scroll (helping hand; CL 5, 375 gp), arcane 
  scroll (blindness/deafness; CL 3, 150 gp), 40 pp, 
  363 gp.
   Fast (24,600 gp): 2 blue sapphires (1,000 
  gp each), golden yellow topaz (600 gp), 
  tourmaline (90 gp), white pearl (90 gp), 
  sardonyx (80 gp), iolite (70 gp), sardonyx (60 
  gp), iolite (60 gp), carnelian (60 gp), zircon (50 
  gp), bloodstone (50 gp), onyx (40 gp), azurite 
  (12 gp), banded agate (10 gp), small tapestry 
  threaded with platinum (1,000 gp), leather 
  belt set with star rose quartz (700 gp), fine 
  steel mask inlaid with brass (600 gp), rabbit 
  fur gloves (140 gp), ring of protection +3 (18,000 
  gp), dusty rose prism ioun stone (5,000 gp), +2 
  breastplate (4,350 gp), divine scroll (helping 
  hand; CL 5, 375 gp), arcane scroll (blindness/
  deafness; CL 3, 150 gp), 363 gp.
  UppinG thE AntE
  The juvenile blue dragon is a powerful 
  illusionist, with his abilities to imitate sounds 
  and to cast ghost sound and minor image. It 
  combines those abilities to lure wannabe 
  dragon slayers into kobold traps and wererat 
  ambushes. It sacrifices its minions to form a 
  gauntlet of challenges before foes even reach 
  it, so the dragon slayers use up resources they 
  would otherwise expend on the dragon. It uses 
  spells from its arcane scrolls and items from its 
  horde like the dusty rose prism ioun stone or the 
  ring of protection +3.
  The juvenile blue dragon still has tutors such 
  as erinyes, sphinxes, and efreeti, but is already 
  moving beyond what they know. At this age, 
  the blue dragon is building relationships with 
  rakshasas to their mutual benefit.
  
  8
  ALtErnAtivE BUiLds
  The cunning and careful planning of the 
  blue dragon makes the juvenile a dangerous 
  opponent as it is. Some of them, however, follow 
  different paths – like the two presented here.
  dEAdLY BitEr
  This juvenile blue dragon relishes the taste 
  of its assailants’ blood.
  Changes: Initiative +2; AC 25, touch 10, 
  flat-footed 24 (+1 Dex, +15 natural, -1 size); hp 
  138 (12d12+60); Melee bite +18 (3d6+9), 2 claws 
  +14 (1d8+6), 2 wings +12 (1d6+3), tail slap +12 
  (1d8+9); Feats Cleave, Improved Natural Armor, 
  Improved Natural Weapon (bite), Power Attack, 
  Toughness, Weapon Focus (bite)
  ELdritCh initiAtE
  This juvenile blue dragon makes its own 
  arcane scrolls.
  Changes: Skills Fly +10, Intimidate +17, 
  Knowledge (arcana) +17, Knowledge (local) 
  +17, Perception +17, Spellcraft +17, Steal +12, 
  Survival +17; Feats Combat Casting, Improved 
  Initiative, Multiattack, Scribe Scroll, Weapon 
  Focus (bite), Widen Spell
  Blue Dragon, young aDult
  A sky-blue dragon the size of a wooly mammoth bares 
  its fangs, and sparks splatter on the floor like drool. 
  Yng Adult Blue Dragon      CR 10
  XP 19,200
  LE Huge dragon (earth)  
  Init +4; Senses dragon senses; Perception +19
  Aura frightful presence (150 ft., DC 19)
  Defense
  AC 25, touch 8, flat-footed 25 (+17 natural, 
  -2 size)  
  hp 147 (14d12+56) 
  Fort +13, Ref +9, Will +11
  DR 5/magic; Immune electricity, paralysis, 
  sleep; SR 23
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +20 (2d8+10), 2 claws +19 (2d6+7), 2 
  wings +17 (1d8+3), tail slap +17 (2d6+10) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, DC 
  21, 10d8 electricity), crush (Small creatures, DC 
  21, 2d8+10), desert thirst (DC 21) 
  Spell-Like Abilities (CL 14th; concentration 
  +16)
  At will—ghost sound (DC 12), minor image (DC 
  14)
  Spells Known (CL 3rd; concentration +5, save 
  DC 12+spell level)
  1st (6/day)—mage armor, shield, true strike
  0 (at will)—arcane mark, detect magic, mage 
  hand, read magic, resistance
  Statistics
  Str 25, Dex 10, Con 19, Int 14, Wis 15, Cha 14
  Base Atk +14; CMB +23; CMD 33 (37 vs. trip)
  Feats Combat Casting, Dazzling 
  Display, Hover, Improved Initiative, 
  
  9
  flaming sphere; CL 3, 325 gp), 2 potions of resist 
  energy 10 (300 gp each), divine scroll (bless 
  water, burning disarm; CL 2, 150 gp), potion of 
  hide from animals (50 gp), 20 pp, 196 gp.
  UppinG thE AntE
  The young adult blue dragon still uses 
  kobolds and wererats as spies, informers, 
  and sentries. These low-level minions 
  keep out wandering nuisances and overly 
  ambitious junior adventurers. They are barely 
  distractions to dragon slayers equal to the 
  challenge of a young adult blue dragon. As 
  a result, such heroes rarely see the lurking 
  sentries and spies.
   
  If the dragon needs more power, it calls on 
  its tutors and allies: demons, efreeti, sphinxes, 
  and rakshasas. In addition, the young adult 
  blue dragon makes full use of any arcane 
  magic items in its hoard.
  ALtErnAtivE BUiLds
  These two builds provide more focused, 
  easier to run, builds for the young adult blue 
  dragon.
  FUriOUs BitEr
  This young adult blue dragon focuses on 
  melee combat. It casts mage armor, shield, 
  and true strike before combat starts and then 
  uses its bite to deadly effect courtesy of Cleave, 
  Great Cleave, Improved Natural Weapon (bite), 
  and Power Attack.
  Changes: Initiative +1; AC 36, touch 8, flat-
  footed 35 (+1 Dex, +18 natural, +4 mage armor, 
  +4 shield, -1 size); hp 161 (14d12+70); Melee bite 
  +20 (+40 on first attack, true strike; 3d8+10), 2 
  Multiattack, Shatter Defenses, Weapon 
  Focus (bite)
  Skills Bluff +19, Fly +9, Intimidate +19, 
  Knowledge (local) +19,  Perception +19,  
  Spellcraft +19, Stealth +9,  Survival +19 
  Languages Auran, Common, Draconic
  SQ sound imitation
  Special Abilities
  Desert Thirst (Su): A blue dragon can cast create 
  water at will (CL 14). Alternatively, it can 
  destroy an equal amount of liquid in a 10-foot 
  burst. Unattended liquids are instantly reduced 
  to sand. Liquid-based magic items (such as 
  potions) and items in a creature’s possession 
  must succeed on a Will save (DC 21) or be 
  destroyed.
  Sound Imitation (Ex): A very young or older 
  blue dragon can mimic any voice or sound it 
  has heard by making a successful Bluff check 
  against a listener’s Sense Motive check.
  hOArd
  The young adult blue dragon’s magical 
  abilities are growing steadily, but so is 
  its size. This limits its ability to use items 
  proportioned for ordinary races. Scrolls and 
  spellbooks found in the young adult blue 
  dragon’s hoard are oversized and rugged 
  enough to withstand gentle handling by the 
  beast’s fearsome claws. As it passes its first 
  half-century, the young adult blue dragon 
  is ready to mate for the first time. Treasure 
  becomes a way to attract and entice mates as 
  well as serve as a personal success scorecard.
   Slow (18,000 gp): Blue sapphire (1,000 gp), 
  golden yellow topaz (600 gp), violet garnet 
  (400 gp), golden yellow topaz (300 gp), 
  jade (100 gp), iolite (70 gp), chrysoberyl 
  (60 gp), peridot (50 gp), blue quartz (13 
  gp), turquoise (11 gp), malachite (10 gp), 
  +2 greataxe (8,320 gp), staff of healing (6 
  charges, 3,330 gp), +1 mithral shirt (2,100 
  gp), arcane scroll (jump, darkness, flaming 
  sphere; CL 3, 325 gp), 2 potions of resist 
  energy 10 (300 gp each), divine scroll (bless 
  water, burning disarm; CL 2, 150 gp), potion 
  of hide from animals (50 gp), 20 pp, 611 gp.
   Medium (27,000 gp): Blue sapphire (1,000 
  gp), golden yellow topaz (600 gp), violet 
  garnet (400 gp), golden yellow topaz (300 
  gp), jade (100 gp), iolite (70 gp), chrysoberyl 
  (60 gp), peridot (50 gp), blue quartz (13 gp), 
  turquoise (11 gp), malachite (10 gp), +2 
  greataxe (8,320 gp), +1 dragonbane scimitar 
  (8,315 gp), staff of healing (6 charges; 3,330 
  gp), dragonhide plate armor (3,300 gp), +1 
  mithral shirt (2,100 gp), arcane scroll (jump, 
  darkness, flaming sphere; CL 3, 325 gp), 2 
  potions of resist energy 10 (300 gp each), 
  divine scroll (bless water, burning disarm; 
  CL 2, 150 gp), potion of hide from animals (50 
  gp), 20 pp, 96 gp.
   Fast (40,500 gp): Blue sapphire (1,000 gp), 
  golden yellow topaz (600 gp), violet garnet 
  (400 gp), golden yellow topaz (300 gp), 
  jade (100 gp), iolite (70 gp), chrysoberyl 
  (60 gp), peridot (50 gp), blue quartz (13 
  gp), turquoise (11 gp), malachite (10 gp), 
  flame tongue (20,715 gp), +2 greataxe (8,320 
  gp), +1 dragonbane scimitar (8,315 gp), +1 
  dragonhide plate armor (3,300 gp), staff of 
  healing (6 charges; 3,330 gp), +1 mithral shirt 
  (2,100 gp), arcane scroll (jump, darkness, 
  
  10
  claws +16 (2d6+7), 2 wings +14 (1d8+3), tail 
  slap +14 (2d6+10); Feats Cleave, Great Cleave, 
  Improved Natural Armor, Improved Natural 
  Weapon (bite), Power Attack, Toughness, 
  Weapon Focus (bite)
  ELdritCh nOviCE
  The arcane studies of the young adult blue 
  dragon continue to advance. Now it makes its 
  own potions and scrolls.
  Changes: Skills Fly +9, Intimidate +19, 
  Knowledge (arcana) +19, Knowledge (local) +19, 
  Perception +19, Spellcraft +19, Steal +9, Survival 
  +19; Feats Brew Potion, Combat Casting, 
  Improved Initiative, Multiattack, Scribe Scroll, 
  Weapon Focus (bite), Widen Spell
  Blue Dragon, aDult
  A sky-blue dragon shows its fangs as it growls, and 
  its scales gleam in the available light. 
  Adult Blue Dragon              CR 13
  XP 25,600
  LE Huge dragon (earth) 
  Init +4; Senses dragon senses; Perception +22
  Aura electricity (5 ft., 1d6 elect.), frightful 
  presence (180 ft., DC 21)
  Defense
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 
  size)  
  hp 184 (16d12+80) 
  Fort +15, Ref +10, Will +13
  DR 5/magic; Immune electricity, paralysis, 
  sleep; SR 24
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +23 (2d8+12), 2 claws +22 (2d6+8), 2 
  wings +20 (1d8+4), tail slap +20 (2d6+12) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, DC 
  23, 12d8 electricity), crush, desert thirst (DC 21)
  Spell-Like Abilities (CL 16th, concentration 
  +18) 
  At will—ghost sound (DC 13), minor image (DC 
  14), ventriloquism (DC 14)
  Spells Known (CL 5th, concentration +7, save 
  DC 13+spell level ) 
  2nd (5/day)—invisibility, resist energy, 
  1st (7/day)—alarm, mage armor, shield, true strike, 
  0 (at will)—arcane mark, detect magic, mage 
  hand, mending, read magic, resistance
  Statistics
  Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
  Base Atk +16; CMB +26; CMD 36 (40 vs. trip)
  Feats Combat Casting, Dazzling 
  Display, Deadly Stroke, Hover, Improved 
  Initiative, Multiattack, Shatter 
  Defenses, Weapon Focus (bite)
  Skills Bluff 
  +22, Fly +11, Intimidate +22, Knowledge (local) 
  +22, Knowledge (geography) +22, 
  Perception +22, Spellcraft +22, 
  Stealth +11, Survival +22 
  Languages Auran, Common, Draconic, Giant
  SQ sound imitation
  Special Abilities
  Desert Thirst (Su): A blue dragon can 
  cast create water at will (CL 24). Alternatively, 
  it can destroy an equal amount of liquid in a 
  10-foot burst. Unattended liquids are instantly 
  reduced to sand. Liquid-based magic items 
  (such as potions) and items in a creature’s 
  possession must succeed on a Will save (DC 29) 
  or be destroyed.
  Electricity Aura (Su): An adult blue dragon is 
  surrounded by an aura of electricity. Creatures 
  within 10 feet take 2d6 points of electricity 
  damage at the beginning of the dragon’s turn.
  Sound Imitation (Ex): A very young or older 
  blue dragon can mimic any voice or sound it 
  has heard by making a successful Bluff check 
  against a listener’s Sense Motive check.
  hOArd
  The adult blue dragon’s magical abilities 
  continue to grow, and its size limits its ability 
  to manipulate things created for humanoid 
  races. Scrolls and spellbooks found in the 
  adult blue dragon’s hoard are larger than 
  most and can withstand the dragon’s careful 
  handling.
  
  11
  Slow (23,250 gp): Blue sapphire (1,100 gp), 
  emerald (1,100 gp), blue sapphire (1,000 
  gp), alexandrite (700 gp), deep blue spinel 
  (700 gp), silver pearl (120 gp), moonstone 
  (50 gp), star rose quartz (20 gp), azurite 
  (13 gp), freshwater pearl (12 gp), banded 
  agate (10 gp), azurite (8 gp), obsidian 
  (8 gp), freshwater pearl (5 gp), smoky 
  quartz mask set with tourmaline (1,300 
  gp), crystal figurine of a mastiff (200 gp), 
  carved wooden ring (110 gp), feathered 
  bound book (80 gp), iron longsword (70 
  gp), gloves of arrow snaring (4,000 gp), ring 
  of swimming (2,500 gp), amulet of natural 
  armor +1 (2,000 gp), wand of magic missile 
  (26 charges; CL 5, 1,950 gp), +1 splint mail 
  (1,350 gp), dust of dryness (850 gp), potion 
  of owl’s wisdom (300 gp), arcane scroll 
  (continual flame; CL 3, 200 gp), oil of bless 
  weapon (100 gp), arcane scroll (detect secret 
  doors, detect undead, expeditious retreat; CL 
  1, 75 gp), oil of magic weapon (50 gp), potion 
  of sanctuary (50 gp), arcane scroll (message; 
  CL 1, 12 gp 5 sp), 300 pp, 206 gp, 5 sp.
   Medium (11,600 gp): Blue sapphire (1,100 
  gp), emerald (1,100 gp), blue sapphire 
  (1,000 gp), alexandrite (700 gp), deep 
  blue spinel (700 gp), silver pearl (120 gp), 
  moonstone (50 gp), star rose quartz (20 
  gp), azurite (13 gp), freshwater pearl (12 
  gp), banded agate (10 gp), azurite (8 gp), 
  obsidian (8 gp), freshwater pearl (5 gp), 
  smoky quartz mask set with tourmaline 
  (1,300 gp), crystal figurine of a mastiff 
  (200 gp), carved wooden ring (110 gp), 
  feathered bound book (80 gp), iron 
  longsword (70 gp), rod of wonder (12,000 
  gp), gloves of arrow snaring (4,000 gp), ring 
  of swimming (2,500 gp), amulet of natural 
  armor +1 (2,000 gp), wand of magic missile 
  (26 charges; CL 5, 1950 gp), +1 splint mail 
  (1,350 gp), dust of dryness (850 gp), potion 
  of owl’s wisdom (300 gp), arcane scroll 
  (continual flame; CL 3, 200 gp), oil of bless 
  weapon (100 gp), arcane scroll (detect secret 
  doors, detect undead, expeditious retreat; CL 
  1, 75 gp), oil of magic weapon (50 gp), potion 
  of sanctuary (50 gp), arcane scroll (message; 
  CL 1, 12 gp 5 sp), 200 pp, 756 gp, 5 sp.
   Fast (17,500 gp): Blue sapphire (1,100 gp), 
  emerald (1,100 gp), blue sapphire (1,000 
  gp), alexandrite (700 gp), deep blue spinel 
  (700 gp), silver pearl (120 gp), moonstone 
  (50 gp), star rose quartz (20 gp), azurite 
  (13 gp), freshwater pearl (12 gp), banded 
  agate (10 gp), azurite (8 gp), obsidian 
  (8 gp), freshwater pearl (5 gp), smoky 
  quartz mask set with tourmaline (1,300 
  gp), crystal figurine of a mastiff (200 gp), 
  carved wooden ring (110 gp), feathered 
  bound book (80 gp), iron longsword (70 
  gp), flame tongue (20,175 gp), rod of wonder 
  (12,000 gp), gloves of arrow snaring (4,000 
  gp), ring of swimming (2,500 gp), amulet of 
  natural armor +1 (2,000 gp), wand of magic 
  missile (26 charges; CL 5, 1,950 gp), +1 
  splint mail (1,350 gp), dust of dryness (850 
  gp), potion of owl’s wisdom (300 gp), arcane 
  scroll (continual flame; CL 3, 200 gp), oil of 
  bless weapon (100 gp), arcane scroll (detect 
  secret doors, detect undead, expeditious retreat; 
  CL 1, 75 gp), oil of magic weapon (50 gp), 
  potion of sanctuary (50 gp), arcane scroll 
  (message; CL 1, 12 gp 5 sp), 20 pp, 81 gp, 5 
  sp.
  UppinG thE AntE
  In addition to its breath weapon, the 
  adult blue dragon uses the wand of magic 
  missile from its hoard. As much as it would 
  like to make its own stone golems, it lacks 
  the caster level to do so. Suitable minions 
  and advisors for adult blue dragons include 
  handmaiden devils, fire giants, and armies 
  of gnolls, wererats, and kobolds. It is 
  beginning to prefer extraplanar, immortal 
  allies to mortal ones, since it outlives even 
  the longest living mortals.
  
  12
  ALtErnAtivE BUiLds
  These two builds provide simplified, focused 
  alternatives to the standard adult blue dragon.
  AEriAL BitEr
  This adult blue dragon focuses on melee 
  combat, but has the luxury of hovering above its 
  opponents and using its superior reach to attack 
  them. It casts mage armor, shield, and true strike 
  before combat starts and then uses its bite to deadly 
  effect courtesy of Cleave, Great Cleave, Improved 
  Natural Weapon (bite), and Power Attack.
  Changes: Initiative +1; AC 37, touch 8, flat-
  footed 37 (+21 natural, +4 mage armor, +4 shield, 
  -2 size); hp 200 (16d12+96); Melee bite +23 (+43 
  on first attack, true strike; 3d8+12), 2 claws 
  +19 (2d6+8), 2 wings +17 (1d8+4), tail slap +17 
  (2d6+12); Feats Cleave, Great Cleave, Hover, 
  Improved Natural Armor, Improved Natural 
  Weapon (bite), Power Attack, Toughness, 
  Weapon Focus (bite)
  ELdritCh JOUrnEYmAn
  By now, the arcane studies of the blue 
  dragon allow it to become a source for magic 
  items flowing into the hands of evil creatures. 
  Such items serve to bind those creatures to the 
  dragon’s service. Sales of any additional items 
  contribute to the prerequisites for creating a 
  stone golem.
  Changes: Skills Bluff +22, Fly +11, Intimidate 
  +22, Knowledge (arcana) +22, Knowledge (local) 
  +22, Perception +22, Spellcraft +22, Steal +11, 
  Survival +22; Feats Brew Potion, Combat Casting, 
  Craft Magic Arms and Armor, Craft Wondrous 
  Item, Improved Initiative, Multiattack, Scribe 
  Scroll, Weapon Focus (bite)
  Blue Dragon, mature aDult
  With its sky-blue scales glinting, a massive dragon 
  hisses, sending sparks toward you.  
  Mature Adult Blue Dragon   CR 14
  XP 38,400
  LE Huge dragon (earth) 
  Init +4; Senses dragon senses; Perception +24
  Aura electricity (5ft., 1d6 electricity), frightful 
  presence (210 ft., DC 22)
  Defense
  AC 31, touch 8, flat-footed 31 (+23 natural, 
  -2 size) 
  hp 207 (18d12+90)
  Fort +16, Ref +11, Will +14
  DR 10/magic; Immune electricity, paralysis, 
  sleep; SR 25
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +26 (2d8+13), 2 claws +25 (2d6+9), 2 
  wings +23 (1d8+4), tail slap +23 (2d6+13) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, DC 
  24, 14d8 electricity), crush (Small creatures, DC 
  24, 2d8+13), desert thirst (DC 24)
  Spell-Like Abilities (CL 18th; concentration 
  +21)
  At will—ghost sound (DC 13), minor image (DC 
  15), ventriloquism (DC 14)
  Spells Known (CL 7th; concentration +10, save 
  DC 13+spell level)
  3rd (5/day)—dispel magic, vampiric touch
  2nd (7/day)—darkness, invisibility, resist energy
  1st (7/day)—alarm, mage armor, shield, true 
  strike, unseen servant
  0 (at will)—arcane mark, bleed, detect magic, mage 
  hand, mending, read magic, resistance
  Statistics
  Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16
  Base Atk +18; CMB +29; CMD 39 (43 vs. trip)
  Feats Combat Casting, Dazzling 
  Display, Deadly Stroke, Extend 
  Spell, Hover, Improved Initiative, 
  Multiattack, Shatter Defenses, Weapon 
  Focus (bite)
  Skills Bluff +24, Fly +13, Intimidate +24, 
  Knowledge (geography) +24, Knowledge (local) 
  +24, Perception +24, Spellcraft +24, Stealth +13, 
  Survival +24 
  Languages Auran, Common, Draconic, Giant
  SQ sound imitation
  Special Abilities
  Desert Thirst (Su): A blue dragon can cast create 
  water at will (CL 18). Alternatively, it can 
  destroy an equal amount of liquid in a 10-foot 
  burst. Unattended liquids are instantly reduced 
  to sand. Liquid-based magic items (such as 
  potions) and items in a creature’s possession 
  must succeed on a Will save (DC 24) or be 
  destroyed.
  Electricity Aura (Su): A mature adult blue 
  dragon is surrounded by an aura of electricity. 
  Creatures within 5 feet take 1d6 points of 
  electricity damage at the beginning of the 
  dragon’s turn.
  Sound Imitation (Ex): A very young or older 
  blue dragon can mimic any voice or sound it 
  has heard by making a successful Bluff check 
  against a listener’s Sense Motive check.
  hOArd
  With its immense wealth, its curiosity 
  about all things arcane, and the level of foes 
  it overcomes, the mature adult blue dragon 
  is now acquiring very powerful magic 
  
  13
  items. Major items might begin appearing 
  in the hoard.
  Slow (30,000 gp): Blue sapphire (1,000 
  gp), violet garnet (700 gp), golden yellow 
  topaz (600 gp), chrysoberyl (130 gp), 
  tourmaline (110 gp), jade (100 gp), amber 
  (70 gp), onyx (70 gp), star rose quartz 
  (60 gp), rock crystal (50 gp), onyx (40 
  gp), hematite (8 gp), freshwater pearl (8 
  gp), malachite (4 gp), ermine sash (1,900 
  gp), bronze framed painting (1,200 gp), 
  dragonscale talisman inlaid with copper 
  (1,200 gp), onyx ring inlaid with copper 
  (1,200 gp), leopard fur talisman set with 
  rhodochrosite (400 gp), small vial of rare 
  perfume (200 gp), iron chime (60 gp), 
  2 greater dragon slaying arrows (4,057 gp 
  each), gauntlets of ogre power (4,000 gp), 
  wand of cure moderate wounds (35 charges; 
  3,150 gp), arcane scroll (fly, magic circle 
  against chaos; CL 5, 750 gp), wand of shocking 
  grasp (24 charges; 360 gp), potion of eagle’s 
  splendor (300 gp), arcane scroll (alarm, 
  protection from chaos, ventriloquism; CL 1, 
  75 gp), 400 pp, 141 gp.
  Medium (45,000 gp): Blue sapphire 
  (1,000 gp), violet garnet (700 gp), golden 
  yellow topaz (600 gp), chrysoberyl (130 
  gp), tourmaline (110 gp), jade (100 gp), 
  amber (70 gp), onyx (70 gp), star rose 
  quartz (60 gp), rock crystal (50 gp), onyx 
  (40 gp), hematite (8 gp), freshwater pearl 
  (8 gp), malachite (4 gp), ermine sash (1,900 
  gp), bronze framed painting (1,200 gp), 
  dragonscale talisman inlaid with copper 
  (1,200 gp), onyx ring inlaid with copper 
  UppinG thE AntE
  Aside from its physical power, what sets 
  the blue dragon apart in the second and third 
  centuries of its life is its intelligence. Increasing 
  the difficulty of a dragon encounter is all 
  about using that intelligence. That means that 
  the dragon has used its stealth, illusions, and 
  invisibility to observe the would-be dragon 
  slayers before fighting them. It knows their 
  strengths and their tactics, and it makes 
  preparations accordingly. That means using 
  its own spells, spells from scrolls, potions, and 
  magic items from its hoard to buff itself up. It 
  knows what kind of magic PCs bring to fight it, 
  and it is prepared to ready actions with dispel 
  magic to counter PCs’ most powerful spells. It is 
  also smart enough to ready an action to use its 
  breath weapon when the PCs form a convenient 
  line.
  ALtErnAtivE BUiLds
  Dragons do not have to be combat 
  encounters. 
  These 
  two 
  builds 
  provide 
  alternatives to combat-focused mature adult 
  blue dragons.
  OphidiOmAnCEr
  The serpent dreamer focuses itself on 
  divination. It acts as an oracle for the desert 
  people within its domain. Of course, it lies to 
  twist its visions and manipulate events toward 
  its own selfish, evil, ends. The serpent dreamer 
  can be a dangerous opponent because it knows 
  so much about all the threats against it.
  Changes: Skills Bluff +24, Fly +13, Intimidate 
  +24, Knowledge (arcana) +24, Knowledge 
  (planes) +24,Perception +24, Sense Motive +24, 
  (1,200 gp), leopard fur talisman set with 
  rhodochrosite (400 gp), small vial of rare 
  perfume (200 gp), iron chime (60 gp), pale 
  lavender ellipsoid ioun stone (20,000 gp), 
  greater dragon slaying arrow (4,057 gp), 
  gauntlets of ogre power (4,000 gp), wand of 
  cure moderate wounds (35 charges; 3,150 gp), 
  arcane scroll (fly, magic circle against chaos; 
  CL 5, 750 gp), wand of shocking grasp (24 
  charges; 360 gp), potion of eagle’s splendor 
  (300 gp), arcane scroll (alarm, protection 
  from chaos, ventriloquism; CL 1, 75 gp), 300 
  pp, 198 gp.
  Fast (66,000 gp): Blue sapphire (1,000 
  gp), violet garnet (700 gp), golden yellow 
  topaz (600 gp), chrysoberyl (130 gp), 
  tourmaline (110 gp), jade (100 gp), amber 
  (70 gp), onyx (70 gp), star rose quartz 
  (60 gp), rock crystal (50 gp), onyx (40 
  gp), hematite (8 gp), freshwater pearl (8 
  gp), malachite (4 gp), ermine sash (1,900 
  gp), bronze framed painting (1,200 gp), 
  dragonscale talisman inlaid with copper 
  (1,200 gp), onyx ring inlaid with copper 
  (1,200 gp), leopard fur talisman set with 
  rhodochrosite (400 gp), small vial of rare 
  perfume (200 gp), iron chime (60 gp), pale 
  lavender ellipsoid ioun stone (20,000 gp), ring 
  of invisibility (20,000 gp), greater dragon 
  slaying arrow (4,057 gp), gauntlets of ogre 
  power (4,000 gp), wand of cure moderate 
  wounds (35 charges; 3150 gp), arcane scroll 
  (fly, magic circle against chaos; CL 5, 750 
  gp), wand of shocking grasp (24 charges; 
  360 gp), potion of eagle’s splendor (300 gp), 
  arcane scroll (alarm, protection from chaos, 
  ventriloquism; CL 1, 75 gp), 400 pp, 198 gp.
  
  14
  Spellcraft +24, Stealth +13; Spells Known (CL 7th; 
  concentration +10, save DC 13+spell level), 3rd (5/
  day)—arcane sight, clairaudience/clairvoyance; 
  2nd (7/day)—detect thoughts, locate object, see 
  invisibility; 1st (7/day)—identify, mage armor, 
  shield, true strike, unseen servant
  ELdritCh mAkEr
  The eldritch maker is a source for magic 
  items flowing into the hands of evil creatures. 
  Such items serve to bind those creatures to the 
  dragon’s service. It can also serve as a colorful 
  and exotic artificer for your campaign.
  Changes: Skills Craft (alchemy) +24, Craft 
  (armor) +24), Craft (weapons) +24, Fly +13, 
  Knowledge (arcana) +24, Knowledge (planes) 
  +24, Perception +24, Spellcraft +24, Stealth +13; 
  Feats Brew Potion, Craft Magic Arms and Armor, 
  Craft Ring, Craft Wand, Craft Wondrous Item, 
  Improved Initiative, Multiattack, Scribe Scroll, 
  Weapon Focus (bite)
  Blue Dragon, olD
  A serpentine dragon the color of the sky and the size of a 
  house watches you with cruel bemusement.  
  Old Blue Dragon                             CR 16
  XP 76,800
  LE Gargantuan dragon (earth) 
  Init +3; Senses dragon senses; Perception +27
  Aura electricity (10ft., 1d6 electricity), frightful 
  presence (240 ft., DC 24)
  Defense
  AC 31, touch 5, flat-footed 31 (-1 Dex, +26 natural, 
  -4 size) 
  hp 250 (20d12+120)
  Fort +18, Ref +11, Will +16
  DR 10/magic; Immune electricity, paralysis, 
  sleep; SR 27
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
  Melee bite +27 (4d6+15/19-20), 2 claws +26 
  (2d8+10), 2 wings +24 (2d6+5), tail slap +24 
  (2d8+15) 
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (120-ft. line, 
  DC 26, 16d8 electricity), crush (Medium 
  creatures, DC 26, 4d6+15), desert thirst (DC 
  26), mirage, tail sweep (Small creatures, DC 26, 
  2d6+15) 
  Spell-Like Abilities (CL 20th; concentration 
  +24)
  At will—ghost sound (DC 14), hallucinatory 
  terrain (DC 18), minor image (DC 16), 
  ventriloquism (DC 15)
  Spells Known (CL 9th; concentration +13, save 
  DC 14+spell level)
  4th (5/day)—dimension door, enervation
  3rd (7/day)—dispel magic, haste, vampiric touch
  2nd (7/day)—darkness, invisibility, resist 
  energy, shatter
  1st (7/day)—alarm, mage armor, shield, true 
  strike, unseen servant
  0 (at will)—arcane mark, bleed, detect 
  magic, light, mage hand, mending, read 
  magic, resistance
  Statistics
  Str 31, Dex 8, Con 23, Int 18, Wis 19, Cha 18
  Base Atk +20; CMB +34; CMD 43 (47 vs. trip)
  Feats Combat Casting, Dazzling 
  Display, Deadly Stroke, Extend 
  Spell, Hover, Improved Critical 
  (bite), Improved Initiative, Multiattack, Shatter 
  Defenses, Weapon Focus (bite)
  Skills Bluff +27, Fly +8, Intimidate +27, 
  Knowledge (arcana) +27, 
  Knowledge (geography) +27, Knowledge (local) 
  +27, Perception +27, Spellcraft +27, Stealth +10, 
  Survival +27 
  Languages Auran, Common, Draconic, Giant, 
  Ignan 
  SQ sound imitation
  Special Abilities
  Desert Thirst (Su): A blue dragon can cast create 
  water at will (CL 20). Alternatively, it can 
  destroy an equal amount of liquid in a 10-foot 
  burst. Unattended liquids are instantly reduced 
  to sand. Liquid-based magic items (such as 
  potions) and items in a creature’s possession 
  must succeed on a Will save (DC 26) or be 
  destroyed.
  Electricity Aura (Su): An old blue dragon is 
  surrounded by an aura of electricity. Creatures 
  within 10 feet take 1d6 points of electricity 
  damage at the beginning of the dragon’s turn.
  Mirage (Su): An old blue dragon can make itself 
  appear to be in two places at once as a free action 
  for 20 rounds per day. This ability functions 
  as project image but the dragon can use its breath 
  weapon through the mirage.
  Sound Imitation (Ex): A very young or older 
  blue dragon can mimic any voice or sound it 
  has heard by making a successful Bluff check 
  against a listener’s Sense Motive check.
  hOArd
  An old dragon has seen at least four 
  centuries pass. Everything except scrolls 
  and other items more susceptible to time are 
  likely to pre-date the mortal governments 
  around the dragons. Consider that coins in 
  such hoards are likely to be of historic as well 
  as intrinsic value, and any art items could be 
  masterpieces lost a century or more ago.
  
  15
  The old blue dragon is just as suspicious 
  as any other type of dragon its age, and it 
  often trades less valuable items for fewer, 
  higher value ones that fit more easily into its 
  lair—and that it can whisk away easily in an 
  emergency.
  Slow (49,500 gp): 5 blue sapphires 
  (2,000 gp each), helm of telepathy (27,000 
  gp), wand of owl’s wisdom (22 charges; 1,980 
  gp), divine scroll (deeper darkness, prayer, 
  poison; CL 7, 1,450 gp), arcane scroll (halt 
  undead, minor creation; CL 7, 1,075 gp), 700 
  pp, 995 gp.
  Medium (75,000 gp): 5 blue sapphires 
  (2,000 gp each), lantern of revealing (30,000 
  gp), helm of telepathy (27,000 gp), wand of 
  owl’s wisdom (22 charges; 1,980 gp), divine 
  scroll (deeper darkness, prayer, poison; CL 7, 
  1,450 gp), arcane scroll (halt undead, minor 
  creation; CL 7, 1,075 gp), 300 pp, 495 gp.
  Fast (11,4000 gp): 6 blue sapphires 
  (2,000 gp each), +2 axiomatic longspear 
  (32,305 gp), lantern of revealing (30,000 
  gp), helm of telepathy (27,000 gp), wand of 
  owl’s wisdom (22 charges; 1980 gp), divine 
  scroll (deeper darkness, prayer, poison; CL 7, 
  1,450 gp), arcane scroll (halt undead, minor 
  creation; CL 7, 1,075 gp), 800 pp, 190 gp.
  UppinG thE AntE
  Old blue dragons like to nest atop 
  rocky spires, forcing thieves and would-be 
  dragon slayers to use magic to reach them, 
  to make dangerous climbs that expose them 
  to attacks, or to stand on precarious cliff 
  tops where the dragon’s attacks can knock 
  the adventurers off. Caves and caverns are 
  how the dragon protects any eggs, hides its 
  hoard, and does arcane research.
  Such research is very important to 
  old dragons. Although only middle-aged 
  by draconic standards, they’re already 
  considering their demise and whether they 
  wish to die with their legends intact, want to 
  join the ranks of the undead (lich, vampire, 
  and wight are popular choices among 
  evil dragons like blues), or decide to will 
  their lives away in the apocryphal Dragon 
  Graveyard.
  ALtErnAtivE BUiLds
  Both of these alternative builds present 
  more focused spell choices. As ninth-level 
  casters, old blue dragons begin to access 
  truly powerful magic.
  nECrUm drACOnis
  Living allies are no longer trustworthy 
  enough for dragons using this build. They 
  begin building undead armies to guard their 
  hoards and to carry out their evil schemes. 
  The necrum draconis observes and analyzes 
  its undead charges, intent on joining their 
  undead ranks.
  Changes: 
  Spells 
  Known 
  (CL 
  9th; 
  concentration +13, save DC 14+spell level); 
  4th (5/day)—animate dead, enervation; 
  3rd (7/day)—dispel magic, haste, vampiric 
  touch; 2nd (7/day)—alter self, command 
  undead, ghoul touch, invisibility, spectral 
  hand; 1st (7/day)—chill touch, mage armor, 
  ray of enfeeblement, shield, unseen servant; 
  0 (at will)—arcane mark, bleed, detect 
  
  16
  magic, disrupt undead, mage hand, mending, 
  read magic, touch of fatigue; Skills Bluff +27, 
  Fly +8, Intimidate +27,  Knowledge (arcana) +27, 
  Knowledge (local) +27, Knowledge (religion) 
  +27, Perception +27,  Spellcraft +27, Stealth +10, 
  Survival +27
  thUndEr sErpEnt
  These old blue dragons reject the typical 
  arcane learning of their kind and embrace the 
  divine in order to control more than just the 
  lightning of the mighty storms. While their 
  caster levels remain the same, their spells 
  known and spells per day draw from the cleric’s 
  list and they embrace the storm subdomain of 
  Weather. It gains the following cleric-related 
  special abilities:
  Channel Energy (Su): A thunder serpent 
  channels negative energy (5d6, Will save DC 18) 
  as an evil cleric, up to 7 times/day.
  Spontaneous Casting: A thunder serpent can 
  convert prepared spells (see below) to inflict 
  spells. It can “lose” any prepared spell that is 
  not an orison or domain spell in order to cast an 
  inflict spell of the same spell level or lower.
  Storm Burst (Sp): As a standard action, 
  a thunder serpent can create a storm burst 
  targeting any foe within 30 feet as a ranged 
  touch attack. The storm burst deals 1d6+4 points 
  of nonlethal damage. In addition, the target is 
  buffeted by winds and rain, causing it to take a 
  –2 penalty on attack rolls for 1 round. You can 
  use this ability a 7 times per day.
  Gale Aura (Su): As a standard action, a 
  thunder serpent can create a 30-foot aura of 
  gale-like winds that slows the progress of 
  enemies. Creatures in the aura cannot take 
  a 5-foot step. Enemies in the aura treat 
  each square that brings them closer to the 
  old blue dragon as difficult terrain. They 
  can move normally in any other direction. 
  The dragon can use this ability for up to 9 
  rounds per day. The rounds do not need to 
  be consecutive.
  Changes: Aura electricity (10ft., 1d6 
  electricity), evil (as a cleric of an evil deity), 
  frightful presence (240 ft., DC 24); Spells 
  Known (CL 9th; concentration +13, save DC 
  14+spell level) 5th (2+1/day)—call lightning 
  storm (x2, one is a domain spell), flame 
  strike, 4th (3+1/day)—order’s wrath, sleet 
  stormD, spell immunity, unholy blight, 3rd 
  (4+1/day)—call lightingD, dispel magic, 
  invisibility purge, searing light, wind wall, 
  2nd (5+1/day)—bear’s endurance, darkness, 
  enthrall, entropic shield, fog cloudD, hold 
  person, shatter, 1st (5+1/day)—command, 
  detect chaos, divine favor, obscuring mistD, 
  protection from chaos, 0 (4/day)—bleed, 
  detect magic, mending, read magic; Skills 
  Bluff +27, Fly +8, Intimidate +27,  Knowledge 
  (geography) +27,  Knowledge (local) +27, 
  Knowledge (religion) +27,  Perception +27, 
  Spellcraft +27,  Stealth +10,  Survival +27; 
  Languages Auran, Common, Draconic, 
  Giant, Ignan, Infernal
  Blue Dragon, Very olD
  Scales move against scales as this blue serpentine 
  dragon blinks slowly at you. 
  Very Old Blue Dragon             CR 17
  XP 102,400
  LE Gargantuan dragon (earth) 
  Init +3; Senses dragon senses; Perception +29
  Aura electricity (10ft., 1d6 electricity), frightful 
  presence (270 ft., DC 25)
  Defense
  AC 34, touch 5, flat-footed 34 (-1 Dex, 
  +29 natural, -4 size) 
  hp 275 (22d12+132)
  Fort +19, Ref +12, Will +17
  DR 15/magic; Immune electricity, paralysis, 
  sleep; SR 28
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
  Melee bite +30 (4d6+16/19-20), 2 claws +29 
  (2d8+11), 2 wings +27 (2d6+5), tail slap +27 
  (2d8+16) 
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (120-ft. line, 
  DC 27, 18d8 electricity), crush (Medium 
  creatures, DC 27, 4d6+16), desert thirst (DC 
  27), mirage, tail sweep (Small creatures, DC 27, 
  2d6+16)
  Spell-Like Abilities (CL 22nd; concentration 
  +26)
  At will—ghost sound (DC 14), hallucinatory 
  terrain (DC 18), minor image (DC 16), 
  ventriloquism (DC 15)
  Spells Known (CL 11th; concentration +15, 
  save DC 14+spell level)
  5th (4/day) —persistent image, hold monster 
  4th (7/day) —dimension door, enervation, fire 
  shield
  
  17
  3rd (7/day) —dispel 
  magic, displacement, haste, vampiric touch
  2nd (7/day) —darkness, false life, invisibility, resist 
  energy, shatter
  1st (7/day) —alarm, mage armor, shield, true 
  strike, unseen servant
  0 (at will) —arcane mark, bleed , detect 
  magic, light, mage hand, mending, message, read 
  magic, resistance
  Statistics
  Str 33, Dex 8, Con 23, Int 18, Wis 19, Cha 18
  Base Atk +22; CMB +37; CMD 46 (50 vs. trip)
  Feats Combat Casting, Dazzling 
  Display, Deadly Stroke, Extend 
  Spell, Hover, Improved Critical(bite), Improved 
  Initiative, Multiattack, Quicken Spell, Shatter 
  Defenses, Weapon Focus (bite) 
  Skills Bluff +29, Fly +10, Intimidate +29, 
  Knowledge (arcana) +29, 
  Knowledge (geography) +29,
  Knowledge (local) +29, Perception +29, 
  Spellcraft +29, Stealth +12, Survival +29 
  Languages Auran, Common, Draconic, Giant, 
  Ignan 
  SQ sound imitation
  Special Abilities
  Desert Thirst (Su): A blue dragon can cast create 
  water at will (CL 22). Alternatively, it can 
  destroy an equal amount of liquid in a 10-foot 
  burst. Unattended liquids are instantly reduced 
  to sand. Liquid-based magic items (such as 
  potions) and items in a creature’s possession 
  must succeed on a Will save (DC 27) or be 
  destroyed.
  Electricity Aura (Su): A very old blue dragon is 
  surrounded by an aura of electricity. Creatures 
  within 10 feet take 1d6 points of electricity 
  damage at the beginning of the dragon’s turn.
  Mirage (Su): A very old blue dragon can make 
  itself appear to be in two places at once as a 
  free action for 22 rounds per day. This ability 
  functions as project image but the dragon can use 
  its breath weapon through the mirage.
  Sound Imitation (Ex): A very young or older 
  blue dragon can mimic any voice or sound it 
  has heard by making a successful Bluff check 
  against a listener’s Sense Motive check.
  hOArd
  With more than six centuries behind 
  it, very old dragons fear little. Besides 
  the 
  occasional 
  foolhardy 
  adventuring 
  party, very old blue dragons fear only 
  assassination plots, entire thieves’ guilds, 
  whole dragonblood-drinking cults, and 
  entire orders of paladins. Some very old 
  blue dragons decide to wear more of their 
  treasure. They continue to prefer fewer, 
  more valuable, items to hoards with many 
  items of lesser individual values.
  Slow (66,000 gp): blue sapphire (2,000 
  gp), mithral full plate of speed (26,500 gp), 
  staff of charming (10 charges; 17,600), bracers 
  of armor +3 (9,000 gp), periapt of health (7,400 
  gp), arcane scroll (displacement, fly, rainbow 
  pattern; CL 7, 1,450 gp), 200 pp, 50 gp.
  Medium (96,000 gp): blue sapphire 
  (2,000 gp), mithral full plate of speed (26,500 
  gp), staff of charming (10 charges; 17,600), 
  boots of speed (12,000 gp), bracers of armor 
  +3 (9,000 gp), periapt of health (7,400 gp), 
  arcane scroll (displacement, fly, rainbow 
  pattern; CL 7, 1,450 gp), 100 pp, 730 gp.
  Fast (144,000 gp): blue sapphire (1,000 
  gp), crystal ball with see invisibility (50,000 
  gp), mithral full plate of speed (26,500 gp), 
  staff of charming (10 charges, 17,600), boots of 
  speed (12,000 gp), bracers of armor +3 (9,000 
  gp), periapt of health (7,400 gp), arcane scroll 
  (displacement, fly, rainbow pattern; CL 7, 1,450 
  gp), 730 gp.
  UppinG thE AntE
  Substitute a ring of invisibility and various 
  ioun stones, which can orbit around the very old 
  blue dragon’s head like a floating crown, for as 
  much of the treasure as possible. A necklace of 
  fireballs (type VII) is another good substitution. 
  This is not just a way to be cruel to PCs; it also 
  demonstrates the paranoia that sets in with 
  many very old dragons.
  ALtErnAtivE BUiLds
  Here are two different approaches to combat 
  with very old blue dragons.
  wiLY BitEr
  The very old blue dragon must demonstrate 
  its strength and ferocity in order to intimidate 
  younger dragons that covet its hoard. Its 
  preferred tactic is to buff up its defenses with 
  mage armor and shield, cast invisibility, and 
  then use Snatch to grab an opponent. Those 
  opponents that survive the initial bite find 
  themselves dropped from a great height by the 
  dragon.
  Changes: AC 43, Touch 5, Flat-footed 43 
  (-1 Dex, +30 natural, -4 size, +4 mage armor, 
  +4 shield); hp 297 (22d12+154); Melee bite +30 
  (6d6+16/19-20); Feats Combat Casting, Hover, 
  Improved Critical (bite), Improved Natural 
  Armor, Improved Natural Weapon (bite), 
  
  18
  Improved Initiative,  Multiattack, Power Attack, 
  Snatch, Toughness, Weapon Focus (bite)
  ELdritCh EvOkEr
  The eldritch master augments its breath 
  weapon and melee attacks with damaging 
  evocation spells, and metamagic feats. Only 
  when those are exhausted does it enter melee 
  with any surviving attackers.
  Changes: 
  Spells 
  Known 
  (CL 
  11th; 
  concentration +15, save DC 14+spell level) 5th 
  (4/day) —cone of cold, mass pain strike, 4th (7/
  day) —ball lightning, detonate, shout, 3rd (7/
  day) —dispel magic, fireball, haste, vampiric 
  touch, 2nd (7/day) —admonishing ray, burning 
  gaze, flaming sphere, invisibility, shatter, 1st 
  (7/day) —hydraulic push, mage armor, magic 
  missile, shield, true strike, 0 (at will) —arcane 
  mark, bleed, detect magic, light, mage hand, 
  mending, message, read magic, resistance; Feats 
  Combat Casting, Enlarge Spell, Extend Spell, 
  Hover, Improved Critical (bite), Improved 
  Initiative, Maximize Spell, Multiattack, Quicken 
  Spell, Weapon Focus (bite), Widen Spell
  Blue Dragon, ancient
  Scales move against scales as this blue serpentine 
  dragon blinks slowly at you. 
  Ancient Blue Dragon               CR 18
  XP 153,600
  LE Gargantuan dragon (earth)  
  Init +3; Senses dragon senses; Perception +32
  Aura electricity (10 ft., 2d6 electricity), frightful 
  presence (300 ft., DC 27)
  Defense
  AC 37, touch 5, flat-footed 37 (–1 Dex, +32 
  natural, –4 size)
  hp 324 (24d12+168)
  Fort +21, Ref +13, Will +19
  DR 15/magic; Immune electricity, paralysis, 
  sleep; SR 29
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
  Melee bite +33 (4d6+18/19–20), 2 claws +32 
  (2d8+12), 2 wings +30 (2d6+6), tail slap +30 
  (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (120-ft. line, 
  DC 29, 20d8 electricity), crush, desert thirst 
  (DC 27), mirage, storm breath (DC 29, 20d8 
  electricity), tail sweep
  Spell-Like Abilities (CL 24th, concentration 
  +29)
  At will—ghost sound (DC 15), hallucinatory 
  terrain (DC 19), minor image (DC 
  16), veil, ventriloquism (DC 16)
  Spells Known (CL 13th, concentration +18, 
  save DC 15+spell level)
  6th (4/day)—forceful hand, mislead
  5th (7/day)—dream, persistent image, hold 
  monster (DC 20)
  4th (7/day)—dimension door, enervation, fire 
  shield, stoneskin
  3rd (7/day)—dispel 
  magic, displacement, haste, vampiric touch
  2nd (7/day)—darkness, false life, invisibility, resist 
  energy, shatter
  1st (7/day)—alarm, mage armor, shield, true 
  strike, unseen servant
  0 (at will)—arcane mark, bleed, detect 
  magic, light, mage hand, mending, message, read 
  magic, resistance
  Statistics
  Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
  Base Atk +24; CMB +40; CMD 49 (53 vs. trip)
  Feats Combat Casting, Dazzling 
  Display, Deadly Stroke, Extend 
  Spell, Hover, Improved 
  Critical (bite), Improved 
  Initiative, Multiattack, Quicken Spell, Silent 
  Spell, Shatter Defenses, Weapon Focus (bite)
  Skills Bluff +32, Fly +10, Intimidate +32, 
  Knowledge (arcana) +32, Know (history) +32,  
  Knowledge (local) +32, Know (geography) +32,  
  Perception +32,  Spellcraft +32,  Stealth +14,  
  Survival +32
  Languages Auran, Common, Draconic, Giant, 
  Ignan, Infernal
  Special Abilities
  Desert Thirst (Su): A blue dragon can cast create 
  water at will (CL 24). Alternatively, it can 
  destroy an equal amount of liquid in a 10-foot 
  burst. Unattended liquids are instantly reduced 
  to sand. Liquid-based magic items (such as 
  potions) and items in a creature’s possession 
  must succeed on a Will save (DC 29) or be 
  destroyed.
  Electricity Aura (Su): An adult blue dragon is 
  surrounded by an aura of electricity. Creatures 
  
  19
  within 10 feet take 2d6 points of electricity 
  damage at the beginning of the dragon’s turn.
  Mirage (Su): An ancient blue dragon can make 
  itself appear to be in two places at once as a 
  free action for 24 rounds per day. This ability 
  functions as project image but the dragon can use 
  its breath weapon through the mirage.
  Sound Imitation (Ex): A very young or older 
  blue dragon can mimic any voice or sound it 
  has heard by making a successful Bluff check 
  against a listener’s Sense Motive check.
  Storm Breath (Su): An ancient blue dragon 
  can use its breath weapon to create a storm of 
  lightning. This functions as call lightning storm, 
  but the damage is 20d8. The dragon can call 
  down 1 bolt per round as a free action for 1d6 
  rounds. The save DC is 29. Additional uses of 
  this ability extend the duration by an additional 
  1d6 rounds.
  hOArd
  Surviving its first millennium means 
  forgetting the meaning of fear for ancient 
  dragons. Other dragons, cults, orders of 
  paladins, guilds of thieves and assassins, 
  and uncounted parties of adventurers have 
  been unable to kill the ancient blue dragon. 
  Of its entire hoard, blue sapphires are its 
  most precious possessions. Other items are 
  likely to be extremely old, with command 
  words in obscure and ancient dialects, if 
  anyone remembers the language at all.
  Slow (84,000 gp): 4 blue sapphires 
  (2,500 gp each), figurine of wondrous power 
  (obsidian steed, 28,500 gp), ring of wizardry (I) 
  (20,000 gp), goggles of night (12,000 gp), rod 
  of cancellation (11,000 gp), wand of web (14 of 
  50 charges; CL 3, 1,260 gp), 100 pp, 240 gp.
  owner in keeping with its own alignment and 
  purpose (see below). Will DC 25.
  Special Purpose: Dragon slayer
  Frode’s Folly “lives” to kill dragons. It can 
  sense creatures with the dragon type from up 
  to 60 feet away.
  History and Personality
  Frode was a gnome wizard who lived one 
  thousand years ago. He focused on making 
  magic weapons and armor. Adventurers 
  who purchased his creations often used them 
  to hunt dragons. Eventually, a blue dragon 
  realized that one person was equipping all the 
  most annoying would-be dragon slayers. That 
  blue dragon tracked down Frode’s workshop 
  and destroyed it, as well as the surrounding 
  village. Frode was leading his apprentices in 
  gathering supplies for more projects when the 
  dragon attacked. Returning to the shattered 
  remains of his home, Frode vowed revenge 
  against all dragons and set out to create the 
  greatest weapon against dragonkind ever 
  made. The result was an intelligent, talking, 
  +2 returning throwing axe. Customers mocked 
  Frode for not creating a larger, more powerful, 
  weapon. At last, a ranger took pity on Frode 
  and carried off the throwing axe on a quest to 
  slay a dragon. Frode’s Folly, as the weapon came 
  to be remembered, vanished into a dragon’s lair 
  along with the forgotten ranger who bore it.
   Frode’s Folly is of only average intelligence, 
  and it possesses something of an inferiority 
  complex. It desperately wants to be part of killing 
  a dragon, but is very aware of its limitations. 
  It hesitates to offer advice or suggestions, not 
  believing in its own worth. Once it is within 60 
  Medium (123,000 gp): 3 blue sapphires 
  (2,500 gp each), Frode’s Folly (see below, 41,808 
  gp), figurine of wondrous power (obsidian steed, 
  28,500 gp), ring of wizardry (I) (20,000 gp), 
  goggles of night (12,000 gp), rod of cancellation 
  (11,000 gp), wand of web (14 of 50 charges; CL 
  3, 1,260 gp), 90 pp, 32 gp.
  Fast (186,000 gp): 4 blue sapphires (2,500 
  gp each), ring of spell storing (50,000 gp), 
  Frode’s Folly (see below, 41,808 gp), figurine 
  of wondrous power (obsidian steed, 28,500 gp), 
  ring of wizardry (I) (20,000 gp), goggles of night 
  (12,000 gp), rod of cancellation (11,000 gp), wand 
  of web (14 of 50 charges; CL 3, 1,260 gp), 1,100 
  pp, 432 gp.
  FrOdE’s FOLLY
  When first found, Frode’s Folly appears to 
  be a throwing axe. Anyone who casts identify 
  on it or similarly examines it must succeed 
  on a Will saving throw (DC 25) or believe that 
  it is simply a throwing axe with no special 
  qualities.
  In fact, Frode’s Folly is much more.
  Frode’s Folly
  CN +1 returning dragonbane throwing axe
  Int 10, Wis 14, Cha 10, Ego 11
  Languages: 
  Common; 
  Senses 
  and 
  Communication: Frode’s Folly can see 
  and hear normally within 30 ft.; it can 
  communicate empathically with its owner, 
  and can speak; Perception +15
  Special Abilities
  Skill: Frode’s Folly has 10 ranks in Perception.
  Magic Aura (Sp): Frode’s Folly casts magic 
  aura on itself until it knows it has found an 
  
  20
  feet of a creature of the dragon type, it urges its 
  owner to attack.
   If thwarted in its desires, Frode’s Folly is 
  perfectly capable of raising its voice to attract 
  a dragon’s attention and force an encounter. It 
  can also refuse to return when thrown. It can 
  even use magic aura to make itself appear more 
  valuable than it is. If it attracts the attention of a 
  thief, it might find its way to a more amenable 
  owner.
  UppinG thE AntE
  An ancient blue dragon uses the rod of 
  cancellation and the ring of wizardry (I) (if you 
  are using fast advancement, it also uses the ring 
  of spell storing). It drops into the middle of the 
  attackers and starts using the rod on their magic 
  items.
  ALtErnAtivE BUiLds
  The challenge for the DM with more powerful 
  dragons is keeping track of everything that they 
  can do. Here are two more focused builds to 
  make your job easier. The first, big game hunter, 
  makes the dragon a good competitor for your 
  PCs’ prey. The second dragon is very hard to 
  reach because of the magic walls it creates and 
  all its defensive spells.
  BiG GAmE hUntEr
  Rather than devouring whole herds of 
  animals, this ancient blue dragon seeks out the 
  biggest challenges in the world, and relishes 
  dining on the most exotic – and biggest -animals 
  and monsters. In addition to mage armor and 
  shield, big game hunters start combat with 
  displacement and haste in effect.
  Changes: AC 47, touch 6, flat-footed 46 
  (–1 Dex, +33 natural, –4 size, +4 mage armor, 
  +4 shield, +1 dodge); hp 348 (24d12+192); 
  Ref +14; Melee bite +34 (6d6+18/19–20), 
  2 claws +34 (3d8+12/19-20), 2 wings +31 
  (2d6+6), tail slap +31 (2d8+18); Feats Hover, 
  Improved Critical (bite), Improved Critical 
  (claw), 
  Improved 
  Initiative, 
  Improved 
  Natural Armor, Improved Natural Weapon 
  (Bite), Improved Natural Weapon (Claw), 
  Multiattack, Power Attack, Toughness, 
  Weapon 
  Focus 
  (bite), 
  Weapon 
  Focus 
  (Claw); Skills Bluff +32, Fly +10, Intimidate 
  +32, Knowledge (arcana) +32, Knowledge 
  (dungeoneering) +32, Knowledge (local) 
  +32,  Knowledge (nature) +32, Perception 
  +32,  Spellcraft +32,  Stealth +14,  Survival 
  +32
  ELdritCh FOrtrEss
  This ancient blue dragon focuses 
  its spell casting on layers of defensive 
  measures.
  Changes: Spells Known (CL 13th, 
  save DC 15+spell level) 6th (4/day)—
  disintegrate, wall of iron; 5th (7/day)—
  interposing hand, wall of force, wall 
  of stone; 4th (7/day)—fire shield, mass 
  reduce person, stoneskin, wall of fire; 
  3rd (7/day)—dispel magic, displacement, 
  haste, wind wall; 2nd (7/day)—darkness, 
  false life, invisibility, mirror image, resist 
  energy; 1st (7/day)—alarm, hold portal, 
  mage armor, protection from good, 
  shield; 0 (at will)—arcane mark, bleed, 
  detect magic, light, mage hand, mending, 
  message, read magic, resistance
  Blue Dragon, Wyrm
  Though this blue-scaled dragon is as big as a castle’s 
  gatehouse, its form is graceful and deadly. 
  Wyrm Blue Dragon                    CR 19
  XP 204,800
  LE Gargantuan dragon (earth) 
  Init +2; Senses dragon senses; Perception +34
  Aura electricity (10ft., 2d6 electricity), frightful 
  presence (330 ft., DC 28)
  Defense
  AC 39, touch 4, flat-footed 39 (-2 Dex, 
  +35 natural, -4 size) 
  hp 351 (26d12+182)
  Fort +22, Ref +13, Will +20
  DR 20/magic; Immune electricity, paralysis, 
  sleep; SR 30
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
  Melee bite +36 (4d6+19/19-20), 2 claws +35 
  (2d8+13), 2 wings +33 (2d6+6), tail slap +33 
  (2d8+19) 
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (120-ft. line, DC 
  30, 22d8 electricity), crush (Medium creatures, 
  DC 30, 4d6+19), desert thirst (DC 30), mirage, 
  storm breath (DC30, 22d8 electricity), tail 
  sweep (Small creatures, DC 30, 2d6+19)
  Spell-Like Abilities (CL 26th; concentration 
  +31)
  At will—ghost sound (DC 15), hallucinatory 
  terrain (DC 19), minor image (DC 17), veil (DC 
  21), ventriloquism (DC 16)
  Spells Known (CL 15th; concentration +20, 
  save DC 15+spell level)
  7th (4/day)—insanity, simulacrum
  6th (6/day)—forceful hand, mislead, mass hold 
  person
  
  21
  5th (7/day)—dream, persistent image, hold 
  monster, teleport
  4th (7/day)—dimension door, enervation, fire 
  shield, stoneskin
  3rd (7/day)—dispel 
  magic, displacement, haste, vampiric touch
  2nd (7/day)—darkness, false life, invisibility, resist 
  energy, shatter
  1st (8/day)—alarm, mage armor, shield, true 
  strike, unseen servant
  0 (at will)—arcane mark, bleed, detect 
  magic, light, mage hand, mending, message, read 
  magic, resistance
  Statistics
  Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
  Base Atk +24; CMB +40; CMD 49 (53 vs. trip)
  Feats Combat Casting, Dazzling 
  Display, Deadly Stroke, Extend 
  Spell, Hover, Improved 
  Critical (bite), Improved 
  Initiative, Multiattack, Quicken Spell, Silent 
  Spell, Shatter Defenses, Weapon Focus (bite)
  Skills Bluff +32, Fly +10, Intimidate +32, 
  Knowledge (arcana) +32, Know (history) +32,  
  Knowledge (local) +32, Know (geography) +32,  
  Perception +32,  Spellcraft +32,  Stealth +14,  
  Survival +32
  Languages Auran, Common, Draconic, Giant, 
  Ignan, Infernal
  Special Abilities
  Desert Thirst (Su): A blue dragon can cast create 
  water at will (CL 24). Alternatively, it can 
  destroy an equal amount of liquid in a 10-foot 
  burst. Unattended liquids are instantly reduced 
  to sand. Liquid-based magic items (such as 
  potions) and items in a creature’s possession 
  must succeed on a Will save (DC 29) or be 
  destroyed.
  Electricity Aura (Su): An adult blue dragon is 
  surrounded by an aura of electricity. Creatures 
  within 10 feet take 2d6 points of electricity 
  damage at the beginning of the dragon’s turn.
  Mirage (Su): An ancient blue dragon can make 
  itself appear to be in two places at once as a 
  free action for 24 rounds per day. This ability 
  functions as project image but the dragon can use 
  its breath weapon through the mirage.
  Sound Imitation (Ex): A very young or older 
  blue dragon can mimic any voice or sound it 
  has heard by making a successful Bluff check 
  against a listener’s Sense Motive check.
  Storm Breath (Su): An ancient blue dragon 
  can use its breath weapon to create a storm of 
  lightning. This functions as call lightning storm, 
  but the damage is 20d8. The dragon can call 
  down 1 bolt per round as a free action for 1d6 
  rounds. The save DC is 29. Additional uses of 
  this ability extend the duration by an additional 
  1d6 rounds.
  hOArd
  Wyrms are over one thousand years old, 
  and they feel every minute of those years. 
  The only creatures that remember what 
  the world was like when the wyrm first 
  hatched are immortals and other dragons. 
  The wyrm considers no one its “peer.” For 
  the most part, it wallows in its isolation and 
  loneliness, preparing to die, to rise again 
  as undead, or to go out in a blaze of glory. 
  Wyrm blue dragons often secretly sponsor 
  contests of “champions,” hoping to find 
  legendary individuals capable of giving the 
  wyrm an honorable death.
  Wyrm blue dragons do not yet possess 
  artifacts, though some plot and scheme for 
  how to acquire an orb of blue dragonkind.
  Slow (105,000 gp): 4 blue sapphires (3,000 
  gp each), rapier of puncturing (50,320 gp), 
  breastplate of command (25,400 gp), wand of 
  magic missile (26 charges; CL 9, 3,510 gp), 
  potion of bear’s endurance (300 gp), potion of 
  delay poison (300 gp), 1,300 pp, 170 gp.
  Medium (159,000 gp): 4 blue sapphires 
  (3,000 gp each), cube of force (62,000 gp), rapier 
  of puncturing (50,320 gp), breastplate of command 
  (25,400 gp), wand of magic missile (26 charges, 
  CL 9, 3,510 gp), potion of bear’s endurance (300 
  gp), potion of delay poison (300 gp), 500 pp, 170 
  gp.
  Fast (237,000 gp): 4 blue sapphires (3,000 
  gp each), amulet of shock mighty fists +3 (80,000 
  gp), cube of force (62,000 gp), rapier of puncturing 
  (50,320 gp), breastplate of command (25,400 gp), 
  wand of magic missile (26 charges; CL 9, 3,510 
  gp), potion of bear’s endurance (300 gp), potion of 
  delay poison (300 gp), 300 pp, 170 gp.
  
  22
  UppinG thE AntE
  As with other wyrms, the blue wyrm’s 
  reputation thrives among dragonkind. A 
  wyrm is so revered (and feared) that other 
  younger dragons offer loyal service. Some 
  do this in hopes of learning from the older, 
  wiser dragon, planning to eventually take 
  these lessons and build their own hoard 
  while carving out their own legends. 
  Others are more pragmatic, knowing that 
  a dragon’s worst enemies are often other 
  dragons, and they consider that having 
  the blue wyrm as a patron will vastly 
  increase their life expectancies. Have the 
  wyrm’s draconic retinue consist of one or 
  two juvenile dragons, a half dozen young 
  dragons, and ten or more wyrmlings—all of 
  them blue dragons.
  ALtErnAtivE BUiLds
  The blue wyrm’s greatest threat is often 
  solitude. Only other dragons can withstand 
  its fearsome presence. It no longer has 
  commerce with the outside world, entrusting 
  that duty to lesser creatures. Sometimes 
  the wyrm misses the hustle and bustle of 
  two-legged races and seeks opportunities 
  to interact with them, spreading evil by 
  twisting truths and passing along rumors.
  Blue Dragon, great Wyrm
  The earth shudders when this dragon, the size of a 
  mountain but the color of the sky, breathes. 
  Great Wyrm Blue Dragon       CR 21
  XP 409,600
  LE Colossal dragon (earth) 
  Init +2; Senses dragon senses; Perception +37
  Aura electricity (10ft., 2d6 electricity), frightful 
  presence (360 ft., DC 30)
  Defense
  AC 38, touch 0, flat-footed 38 (-2 Dex, 
  +38 natural, -8 size) 
  hp 406 (28d12+224)
  Fort +24, Ref +14, Will +22
  DR 20/magic; Immune electricity, paralysis, 
  sleep; SR 32
   
  Offense
  Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
  Melee bite +35 (4d8+21/19-20), 2 claws +34 
  (4d6+14), 2 wings +32 (2d8+7), tail slap +32 
  (4d6+21) 
  Space 30 ft.; Reach 20 ft. (30 ft. with bite)
  Special Attacks breath weapon (140-ft. 
  line, DC 32, 24d8 electricity), crush (Large 
  creatures, DC 32, 4d8+21), desert thirst (DC 32), 
  mirage, sandstorm, storm breath (DC 32, 24d8 
  electricity), tail sweep (Medium creatures, DC 
  32 half, 4d8+21)
  Spell-Like Abilities (CL 28th; concentration 
  +34, save DC 16+spell level)
  At will—ghost sound, hallucinatory terrain, minor 
  image, mirage arcana, veil, ventriloquism
  Spells Known (CL 17th; concentration +23, 
  save DC 16+spell level)
  8th (4/day) — iron body, prismatic wall
  7th (6/day)—insanity, reverse gravity, simulacrum
  6th (7/day)—forceful hand, mislead, shadow walk
  5th (7/day) — dream, persistent image, hold 
  monster, teleport
  4th (7/day)—dimension door, enervation, fire 
  shield, stoneskin
  3rd (7/day)—dispel 
  magic, displacement, haste, vampiric touch
  2nd (8/day)—darkness, false life, invisibility, resist 
  energy, shatter
  1st (8/day)—alarm, mage armor, shield, true 
  strike, unseen servant
  0 (at will)—arcane mark, bleed, detect 
  magic, light, mage hand, mending, message, read 
  magic, resistance
  Statistics
  Str 39, Dex 6, Con 27, Int 22, Wis 23, Cha 22
  Base Atk +28; CMB +50; CMD 58 (62 vs. trip)
  Feats Combat Casting, Dazzling 
  Display, Deadly Stroke, Extend 
  Spell, Flyby Attack, Hover, 
  Improved Critical (bite), Improved 
  Initiative, Multiattack, Quicken Spell, Silent 
  Spell, Shatter Defenses, Vital Strike, Weapon 
  Focus (bite)
  Skills Bluff +37, Diplomacy +37, Fly +13, 
  Intimidate +37, Knowledge (arcana) +37, 
  Knowledge(geography) +37, 
  Knowledge (history) +37, 
  Knowledge (local) +37, Perception +37,  
  Spellcraft +37,Stealth +13,  Survival +37 
  Languages Auran, Common, Draconic, Giant, 
  Ignan, Infernal, Terran 
  SQ sound imitation
  Special Abilities
  Desert Thirst (Su): A blue dragon can cast create 
  water at will (CL 28). Alternatively, it can 
  destroy an equal amount of liquid in a 10-foot 
  
  23
  burst. Unattended liquids are instantly reduced 
  to sand. Liquid-based magic items (such as 
  potions) and items in a creature’s possession 
  must succeed on a Will save (DC 32) or be 
  destroyed.
  Electricity Aura (Su): A great wyrm blue dragon 
  is surrounded by an aura of electricity. Creatures 
  within 10 feet take 2d6 points of electricity 
  damage at the beginning of the dragon’s turn.
  Mirage (Su): A great wyrm blue dragon can 
  make itself appear to be in two places at once as 
  a free action for 28 rounds per day. This ability 
  functions as project image but the dragon can use 
  its breath weapon through the mirage.
  �Sandstorm 
  (Su): 
  As 
  a 
  standard 
  action, 
  a 
  great 
  wyrm 
  blue 
  dragon 
  can 
  create 
  a sandstorm centered on itself with a radius of 
  1,200 feet. Creatures other than the dragon inside 
  the storm take 2d6 points of damage per round 
  in addition to the normal sandstorm penalties 
  (Pathfinder RPG Core Rulebook 431). This 
  sandstorm lasts for up to 1 hour, but can be 
  dismissed by the dragon as a free action.
  Sound Imitation (Ex): A very young or older 
  blue dragon can mimic any voice or sound it 
  has heard by making a successful Bluff check 
  against a listener’s Sense Motive check.
  Storm Breath (Su): A wyrm blue dragon can use 
  its breath weapon to create a storm of lightning. 
  This functions as call lightning storm but the 
  damage is 24d8. The dragon can call down 1 
  bolt per round as a free action for 1d6 rounds. 
  The save DC is 32. Additional uses of this 
  ability extend the duration by an additional 1d6 
  rounds.
  hOArd
  A great wyrm has seen more than twelve 
  centuries fade to dust. At the peak of its 
  mental, magical, and physical prowess, great 
  wyrms have ambitions and concerns far 
  beyond the understanding of most mortals. 
  For them, mortal affairs are a vast game 
  played out over centuries. Even demigods 
  are just pieces in the great wyrm’s ultimate 
  strategy.
  Great wyrm blue dragons are beyond 
  obsessing over mere hoards, except for their 
  precious blue sapphires. Everything else is 
  a way to purchase influence with mortals 
  and sway the affairs of entire kingdoms. 
  The dragon cannot use many of these items, 
  though it could easily set a trap with, or 
  throw, the absorbing shield.
  Slow (165,000 gp): 4 blue sapphires 
  (4,500 gp each), +3 heavy mace of disruption 
  (50,312), absorbing shield (50,170 gp), 
  mithral full plate of speed (26,500 gp), 2,000 
  pp, 18 gp.
  Medium (234,000 gp): 4 blue sapphires 
  (4,500 gp each), +4 anarchic longsword 
  (72,315 gp), +3 heavy mace of disruption 
  (50,312), absorbing shield (50,170 gp), 
  mithral full plate of speed (26,500 gp), 1,600 
  pp, 703 gp.
  Fast (333,000 gp): 3 blue sapphires 
  (4,500 gp each), orb of blue dragonkind 
  (artifact), ring of three wishes (120,000 gp), 
  +4 anarchic longsword (72,315 gp), +3 heavy 
  mace of disruption (50,312), absorbing shield 
  (50,170 gp), mithral full plate of speed (26,500 
  gp), 203 gp.
  UppinG thE AntE
  The alternative stat blocks presented below 
  provide different, increased, threats for the 
  PCs. If that is not enough for you, give the great 
  wyrm blue dragon the ring of three wishes that 
  appears in the fast progression hoard.
  ALtErnAtivE BUiLds
  These builds do some of the preparation for 
  battle for the DM. 
  Draconian Warlord
  The draconian warlord has a number of 
  divination spells that it uses to spy on attackers, 
  gathering information on the PCs’ strengths 
  and weaknesses. Any allies, minions, or cohorts 
  use their divination and stealth abilities to 
  report on the PCs to warlord. As a result, the 
  great wyrm blue dragon tunes spells like resist 
  energy and fire shield to defend it appropriately 
  against the PCs’ preferred form of attacks.
  This build shows the great wyrm blue 
  dragon’s preparations, starting with the order 
  in which it casts them. The stat block includes 
  benefits gained from spells and from magic 
  items, assuming that the dragon makes all its 
  preparations. 
  
  24
   In addition to the stat changes described 
  below, there are a simulacrum and a persistent 
  image of the great wyrm dragon to distract its 
  assailants.
  Init +1; Senses dragon senses; Perception +37
  Aura electricity (10ft., 2d6 electricity), frightful 
  presence (360 ft., DC 30), fire shield (half or no damage 
  from cold-based spells, 1d6+15 points of damage)
  Defense
  AC 39, touch 0 (+4 vs. noncorporeal touch attacks, 
  due to shield), flat-footed 38 (-3 Dex, +42 natural, 
  -8 size, +1 dodge, +4 mage armor, +4 shield)
  hp 477 (28d12+295)
  Fort +31, Ref +15, Will +22
  DR 20/magic, 15/adamantine; Immune ability score 
  damage, blindness, critical hits, deafness, disease, 
  drowning, electricity, magic missile (due to shield)
  paralysis, poison, sleep, stunning; SR 32; resist fire 
  10; spell turning (8 levels of spells); 50% miss chance 
  (displacement)
  Offense
  Speed 70 ft., burrow 40 ft., fly 280 ft. (clumsy)
  Melee bite +41 (4d8+26/19-20), 2 claws +40 
  (4d6+19), 2 wings +38 (2d8+9), tail slap +38 
  (4d6+26); one extra attack at full attack bonus 
  with any one of these attacks when using the 
  full attack action due to haste
  Space 30 ft.; Reach 20 ft. (30 ft. with bite)
  Special Attacks breath weapon (140-ft. 
  line, DC 34, 24d8 electricity), crush (Large 
  creatures, DC 34, 4d8+21), desert thirst (DC 34, 
  mirage, sandstorm, storm breath (DC 34, 24d8 
  electricity), tail sweep (Medium creatures, DC 
  34 half, 4d8+26)
  Spell-Like Abilities (CL 28th; concentration 
  +34, save DC 16+spell level)
  At will—ghost sound, hallucinatory terrain, minor 
  image, mirage arcana, veil, ventriloquism
  Spells Known (CL 17th; concentration +23, 
  save DC 16+spell level) struck-through spell 
  names have been cast when the encounter 
  begins, and generally won’t need to be cast 
  again unless dispelled, or an encounter lasts an 
  unusually long time. If the draconian warlord 
  has been using divination spells to observe the 
  PCs prior to the battle, the DM can cross those 
  spells off as well.
  8th (4/day)—greater prying eyes, iron body
  7th (6/day)—greater scrying,  simulacrum, spell 
  turning
  6th (7/day)—enemy hammer,  transformation, true 
  seeing
  5th (7/day) — baleful polymorph, persistent 
  image, prying eyes, teleport
  4th (7/day)—ball lightning, dimension door, fire 
  shield, scrying
  3rd (7/day)—clairaudience/clairvoyance, dispel 
  magic, displacement, haste 
  2nd (8/day)—darkness, detect thoughts,  false 
  life, invisibility, resist energy 
  1st (8/day)—alarm, mage armor, shield, true 
  strike, unseen servant
  0 (at will)—arcane mark, bleed, detect 
  magic, light, mage hand, mending, message, read 
  magic, resistance
  Statistics
  Str 49, Dex 4, Con 31, Int 22, Wis 23, Cha 22
  Base Atk +28; CMB +50; CMD 58 (62 vs. trip)
  Feats Combat Casting, Dazzling 
  Display, Deadly Stroke, Extend 
  Spell, Flyby Attack, Hover, 
  Improved Critical (bite), Improved 
  Initiative, Multiattack, Quicken Spell, Silent 
  Spell, Shatter Defenses, Vital Strike, Weapon 
  Focus (bite)
  Skills Bluff +37, Diplomacy +37, Fly +7*, 
  Intimidate +37, 
  Knowledge (arcana) +37, 
  Knowledge(geography) +37, 
  Knowledge (history) +37, 
  Knowledge (local) +37, 
  Perception +37,  Spellcraft +37, Stealth +7*,  
  Survival +37. 
  *Includes armor check penalty from iron body.
  Snake Charmer
  This build substitutes a number of spells 
  and feats, focusing the great wyrm blue 
  dragon on being able to charm, dominate, 
  and otherwise lead allies. Typically, a 
  snake charmer of this CR possesses an orb 
  of blue dragonkind, and uses that artifact to 
  dominate younger blue dragons as if using 
  dominate monster. Such a dragon might have 
  5 old blue dragons, 4 very old blue dragons, 
  and 3 ancient blue dragons at its command. 
  Round
  Spell Cast
  Remaining Duration 
  When Encounter Begins
  1
  false life
  Almost 3 hours
  2
  mage armor
  Almost 3 hours
  3
  resist energy
  28 minutes, 15 seconds
  4
  spell turning
  28 minutes, 15 seconds
  5
  simulacrum
  lasts until destroyed
  6
  invisibility
  almost 3 minutes
  7
  persistent image
  almost 3 minutes
  8
  shield
  almost 3 minutes
  9
  displacement
  13 rounds
  10
  fire shield
  14 rounds
  11
  haste
  15 rounds
  12
  transformation
  16 rounds
  13
  iron body
  17 minutes*
  *The great wyrm casts iron body last due to the spell 
  failure chance it imposes.
  
  25
  In addition, its magic allows it to command 
  creatures as deadly as pit fiends and rune 
  giants.
  Although such a dragon could use its 
  enchantments against the PCs, DMs should 
  consider them expended on allies and 
  minions before the PCs arrive.
  Changes: Spells Known (CL 17th; 
  concentration 
  +23, 
  save 
  DC 
  16+spell 
  level); 8th (4/day)— binding, mass charm 
  monster; 7th (6/day)—forcecage, mass hold 
  person, power word blind; 6th (7/day)—geas/
  quest, mass suggestion, unwilling shield; 
  5th (7/day)— dominate person, persistent 
  image, hold monster, teleport; 4th (7/day)—
  charm 
  monster, 
  dimension 
  door, 
  greater 
  invisibility, lesser geas; 3rd (7/day)—dispel 
  magic, displacement, haste, suggestion; 2nd (8/
  day)—darkness, hideous laughter,  invisibility, 
  resist energy, touch of idiocy; 1st (8/day)—
  alarm, mage armor, shield, true strike, unseen 
  servant; 0 (at will)—arcane mark, bleed, detect 
  magic, light, mage hand, mending, message, 
  read magic, resistance;
  Feats: 
  Combat 
  Casting, 
  Deceitful, 
  Extend Spell, Hover, Improved Critical 
  (bite), Improved Initiative, Leadership, 
  Multiattack, 
  Persuasive, 
  Quicken 
  Spell, Silent Spell,  Vital Strike, Weapon 
  Focus (bite); Skills Bluff +39, Diplomacy 
  +39, Disguise +39, Fly +13, Intimidate +39, 
  Knowledge (arcana) +23, Knowledge (local) 
  +23,  Perception +37, Sense Motive +39,  
  Spellcraft +37, Stealth +13, Survival +37
  
  26
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld 
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  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  d20 PFSRD.com. Copyright 2011. All Rights Reserved.
  Codex Draconis: Satraps of the Deserts. Copyright 2011, Super Genius Games. Authors: Rich 
  Redman and Owen K.C. Stephens.
  We err on The siDe of aWesome!
  creDiTs
  Designer:
  Rich Redman
   
  Developer:
  Owen K.C. Stephens
  Dragon Stat Block Creation & Editing:
  Timothy Johnson [aka Broven], Vladimir Presnyak, Brett 
  Carlos, John Reyst
  Project Editor:
  Miranda Horner
  Project Development:
  Owen K.C. Stephens
  Cover Art:
  Lin Bo
  Interior Art:
  Joe Calkins, The Forge Studios, Scott W. Holmes and Sade
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2011 Super Genius Games
  For more information about Super Genius Games and our upcoming products, 
  follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: @Owen_Stephens, 
  Stan: @stannex, and/or Super Genius Games: @SuperGeniusRPG, or at our Yahoo 
  Group: http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying 
  Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information 
  on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, 
  and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying 
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  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Codex Draconis/Codex Draconis - Blue Satraps of the Deserts.pdf