With scales the color of the desert sky, this large, serpentine dragon moves with an unsettling grace.
Great Wyrm Blue Dragon CR 21
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)
Spells Known (CL 17th; concentration +23)
7th (6/day)— insanity (DC 23), reverse gravity, simulacrum
6th (7/day)— forceful hand, mislead, mass hold person (DC 22)
5th (7/day)— dream, persistent image, hold monster (DC 21), 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 (DC 16), detect magic, light, mage hand, mending, message, read magic, resistance
Blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them.
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
A blue dragon can cast create water at will (CL 28). 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 32) or be destroyed.
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.
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.
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.
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.
Environment warm deserts
Blue dragons are consummate schemers and obsessively orderly. In combat, blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them. They prefer to lair near those that they control, sometimes even within the confines of a city.