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Blue Dragons

Blue Dragons

Blue Dragon Wyrmling

  • Size: Medium
  • Type: Dragon (Chromatic)
  • Alignment: Lawful Evil
  • AC: 17
  • Initiative: +2 (12)
  • HP: 65 (10d8 + 20)
  • Speed: 30 ft, Burrow 15 ft ., Fly 60 ft .
ATTRVALMODSAVE
STR17+3+3
Dex10+0+2
Con15+2+2
INT12+1+1
Wis11+0+2
CHA15+2+2
  • Skills: Perception +4 , Stealth +2
  • Immunities: Lightning
  • Senses: Blindsight 10 ft ., Darkvision 60 ft .; Passive Perception 14
  • Languages: Draconic
  • CR: 3 (XP 700; PB +2 )

Actions

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +5 , reach 5 ft . Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage.

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

Young Blue Dragon

  • Size: Large
  • Type: Dragon (Chromatic)
  • Alignment: Lawful Evil
  • AC: 18
  • Initiative: +4 (14)
  • HP: 152 (16d10 + 64)
  • Speed: 40 ft, Burrow 20 ft ., Fly 80 ft .
ATTRVALMODSAVE
STR21+5+5
Dex10+0+4
Con19+4+4
INT14+2+2
Wis13+1+5
CHA17+3+3
  • Skills: Perception +9 , Stealth +4
  • Immunities: Lightning
  • Senses: Blindsight 30 ft ., Darkvision 120 ft .; Passive Perception 19
  • Languages: Common, Draconic
  • CR: 9 (XP 5,000; PB +4)

Actions

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Attack Roll: +9 , reach 10 ft . Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage.

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

Adult Blue Dragon

  • Size: Huge
  • Type: Dragon (Chromatic)
  • Alignment: Lawful Evil
  • AC: 19
  • Initiative: +10 (20)
  • HP: 212 (17d12 + 102)
  • Speed: 40 ft, Burrow 30 ft ., Fly 80 ft .
ATTRVALMODSAVE
STR25+7+7
Dex10+0+5
Con23+6+6
INT16+3+3
Wis15+2+7
CHA20+5+5
  • Skills: Perception +12 , Stealth +5
  • Immunities: Lightning
  • Senses: Blindsight 60 ft ., Darkvision 120 ft .; Passive Perception 22
  • Languages: Common, Draconic
  • CR: 16 (XP 15,000, or 18,000 in lair; PB +5 )

Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Rend. Melee Attack Roll: +12 , reach 10 ft . Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.

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

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):

At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

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

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

Tail Swipe. The dragon makes one Rend attack.

Ancient Blue Dragon

  • Size: Gargantuan
  • Type: Dragon (Chromatic)
  • Alignment: Lawful Evil
  • AC: 22
  • Initiative: +14 (24)
  • HP: 481 (26d20 + 208)
  • Speed: 40 ft, Burrow 40 ft ., Fly 80 ft .
ATTRVALMODSAVE
STR29+9+9
Dex10+0+7
Con27+8+8
INT18+4+4
Wis17+3+10
CHA25+7+7
  • Skills: Perception +17 , Stealth +7
  • Immunities: Lightning
  • Senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
  • Languages: Common, Draconic
  • CR: 23 (XP 50,000, or 62,000 in lair; PB +7 )

Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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

Rend. Melee Attack Roll: +16 , reach 15 ft . Hit: 18 (2d8 +9 ) Slashing damage plus 11 (2d10) Lightning damage.

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

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):

At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Each: Scrying, Sending

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

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

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

Tail Swipe. The dragon makes one Rend attack.

Lore & Background

Blue dragons are the most vain and territorial of all chromatic dragons, ruling vast desert domains with an iron claw. These creatures embody the raw power of lightning and storms, with scales that shimmer like sapphires and crackling electrical energy that dances between their teeth. They are master manipulators who combine raw power with cunning intelligence to dominate their territories.

These ancient beings establish elaborate courts in their desert lairs, surrounding themselves with loyal minions and treasure displays that showcase their wealth and power. Blue dragons view themselves as rightful rulers and expect absolute obedience from all creatures in their domain. They are particularly fond of enslaving humanoids to serve as both workforce and entertainment.

Blue dragons have an innate connection to electrical storms and often lair in areas where such phenomena are common. Their presence can influence local weather patterns, bringing devastating lightning storms that serve both as displays of power and practical tools for hunting and territorial control.

Combat Tactics

Blue dragons are aggressive combatants who rely on their devastating lightning breath and electrical attacks. They prefer to fight in open areas where their flight and ranged attacks provide maximum advantage. Their lightning breath can chain between multiple targets, making them particularly dangerous to groups.

These dragons use their electrical powers strategically, often targeting metal-wearing opponents first to maximize damage. They combine aerial mobility with precise lightning strikes, staying out of melee range while systematically wearing down enemies with repeated electrical attacks.

Blue dragons are proud fighters who rarely retreat, viewing withdrawal as a sign of weakness. However, they are intelligent enough to use tactical advantages, including environmental hazards, minions, and lair actions to ensure victory.

Encounter Ideas

The Storm Lord: A blue dragon has declared itself ruler of a desert region, demanding tribute from all travelers and threatening nearby settlements with devastating lightning storms.

The Electric Arena: The dragon forces captured opponents to fight in gladiatorial contests for its entertainment, using lightning to control the battlefield and punish unsatisfactory performances.

The Weather War: The dragon's storm powers are affecting trade routes and agriculture, forcing communities to either pay tribute or find a way to stop the electrical tempests.

The Lightning Cult: Desert nomads worship the blue dragon as a storm god, serving as its agents and spreading its influence throughout the region.

Lair Features

Blue dragon lairs showcase their electrical nature and love of grandeur:

  • Lightning Rods: Metallic spires that attract and channel lightning strikes throughout the lair
  • Electrical Barriers: Walls of crackling energy that can be activated to block passages or damage intruders
  • Storm Chambers: Rooms where the dragon can generate localized electrical storms
  • Crystal Formations: Crystalline structures that store and amplify electrical energy
  • Scrying Pools: Electrically charged pools that allow the dragon to observe distant locations

Treasure

Blue dragons collect items that reflect their vanity and electrical nature:

Electrical Artifacts: Magical items that harness or channel lightning and electrical energy.

Precious Metals: Vast hoards of gold and platinum, often arranged in elaborate displays to showcase the dragon's wealth.

Storm Gems: Crystalline formations that capture and store electrical energy, valuable both as treasures and magical components.

Enslaved Artisans: The dragon's collection includes skilled craftsmen who create beautiful objects to add to its hoard.

Plot Hooks

The Lightning Crown: The dragon possesses a legendary artifact that controls weather across the entire region, making its defeat crucial for environmental stability.

The Desert War: The blue dragon's territorial expansion threatens multiple kingdoms, requiring a coordinated military response or diplomatic solution.

The Storm Prophet: A mad oracle claims the dragon's storms herald a greater catastrophe, forcing heroes to determine if the dragon is a symptom or cause of impending disaster.

The Prideful Challenge: The dragon issues formal challenges to renowned heroes, viewing their defeat as necessary to maintain its reputation and dominance.