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Blue Dragon, Juvenile

With scales the color of the desert sky, this large, serpentine dragon moves with an unsettling grace.

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)
Spell-Like Abilities (CL 12th; concentration +14)

At willghost sound (DC 12), minor image (DC 14)

Spells Known (CL 1st; concentration +3)

TACTICS

Blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them.

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.



Ecology

Environment warm deserts
Organization solitary
Treasure triple

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.