Blue Dragons Pt. 1

Blue dragons are some of my favorite dragons in D&D. They look flashy, they live in the desert (my all time top biome), and they shoot lightning. Its very nonstandard, and really expands what a dragon can be, compared to your classic red or green. Thematically, as the nobility of the desert, I leaned into the Egyptian themes a bit.

A continuation on from the series on Black Dragons, our youngest Blue Dragons.

Ta-be Rehu, Wrmling Blue Dragon, CR 3

Ta-be Rehu is a Blue Wyrmling, just starting out. His cave isn’t a particularly impressive maze, but he has situated himself outside a nearby oasis that he finds acts as a lure to all sorts of prey and occasionally, even a distressed traveler.

Combat Statistics
Size/Type:Small Dragon (Earth)
Hit Dice:6d12+6 = 45HP
Initiative:+0
Speed:40ft, 100ft Fly (average), 20ft burrow
Armor Class:10 + 1 Size + 5 Natural = 16
Base Attack/Grapple:+6/3
Attack:Bite +8 1d6+1
Full Attack:Bite +8 1d6+1 and 2 Claws +3 1d4+1
Space/Reach:5ft/5ft
Special Qualities:Blindsense 60ft, Darkvision 120ft.
Immune:Electricity, Sleep, Paralysis
Saves:Fort – 5 + 1 Con = 6 Ref –  5 + 0 Dex = 5 Will – 5 + 0 Wis = 5
Abilities:Str 13 | Dex 10 | Con 13 | Int 10 | Wis 11 | Cha 10
Skills:Bluff +9, Diplomacy +9, Intimidate +9, Listen +9, Search +9, Spot +9
Languages:Draconic, Common
Feats:Flyby Attack, Hover, Wingover
Alignment:Lawful Evil

Ta-Be Rehu favors strafing runs with his breath weapon to actual combat. He hunts the desert for lizards, and small game, blasting them with lightning and jumping onto them if killed. If he encounters any poor unfortunate sole traveling alone, they get the same treatment. He takes great pleasure in his create/destroy water ability, knowing its a scare resource, and will not hesitate to use it as a bartering tool or intimidation practice if he runs across a band of travelers that could pose a threat.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Ta-be Rehu can breathe a line of lightning 40ft long dealing 2d8 electric damage reflex save DC 14.

Create/Destroy Water SP: Ta-be Rehu can use this ability three times per day. It works like the create water spell, except that he can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 13) or be ruined. This ability is the equivalent of a 1st-level spell.

Lair

Ta-be Rehu keeps a small lair burrowed into the side of a massive stone plateau in the deep of the desert. From here he can keep watch on an oasis, which he uses to hunt from. If a caravan decides to stop there for too long, and he is unable to drink safely, he makes use of create water. Twice now, he has been presented with starving souls wandering into the oasis. When this happens, he rushes to beat them there, declares himself the Emperor of the Sands, and threatens to foul the oasis if the proper tribute is not paid. If the survivor has anything of value he takes it, and if not, he eats them.

Photo by Retha Ferguson on Pexels.com
Horde

Ta-be Rehu first discovered the oasis while following a band of starving adventurers who had the misfortune of failing to clear a temple of mummies. Battered, cursed, and broken, they attempted to trek home across the desert. Ta-be Rehu followed them for days only to see an oasis on the horizon. He finally dropped from the sky, finishing the remaining party members off quickly, and decided the oasis would be his lure. He burrowed a small cave into a plateau giving him great visibility, and brought the adventurers gear there to begin his horde.

  • Amethyst (120 gp)
  • Red Garnet (150 gp)
  • 2 x Sets of Full Plate (Medium) (1,500 gp)
  • Masterwork Club (Medium) (300 gp)
  • Masterwork Heavy Mace (Small) (312 gp)
  • Masterwork Nunchaku (Medium) (302 gp)
  • Silver Holy Symbol to Gruumsh (25 gp)
  • Fine Bedroll 30 gp
  • Coins    551 gp

Nofre-t-kau, Very Young Blue Dragon, CR 4

Nofre-t-kau loves to fly, and hopes to be considered the queen of the skies, as soon as she gets just a little bigger. In the meantime, she soars through the air, hunting anything that flies and searching for salvage, which she brings back to her lair for storage.

Combat Statistics
Size/Type:Medium Dragon (Earth)
Hit Dice:9d12+18 = 76HP
Initiative:+4
Speed:40ft, 150ft Fly (poor), 20ft burrow
Armor Class:10 + 8 Natural = 18
Base Attack/Grapple:+9/11
Attack:Bite +11 1d8+2
Full Attack:Bite +11 1d8+2, 2 Claws +6 1d6+1, 2 Wings +6 1d4+1
Space/Reach:5ft/5ft
Special Qualities:Blindsense 60ft, Darkvision 120ft.
Immune:Electricity, Sleep, Paralysis
Saves:Fort – 6 + 2 Con = 8 Ref –  6 + 0 Dex = 6 Will – 6 + 0 Wis = 6
Abilities:Str 15 | Dex 10 | Con 15 | Int 10 | Wis 11 | Cha 10
Skills:Bluff +12, Diplomacy +12, Intimidate +12, Listen +12, Search +12, Spot +12
Languages:Draconic, Common
Feats:Flyby Attack, Hover, Wingover, Improved initiative
Alignment:Lawful Evil

Nofre-t-kau prefers the air when at all possible. She delights in her aerial battles with birds, and does her best to keep all combats air born. This is fairly straight forward and easy to do in the openness of the desert. She uses this to her advantage, strafing anyone foolish enough not to bring a bow until they are dead. If she feels in danger, she will flee.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Nofre-t-kau can breathe a line of lightning 60ft long dealing 4d8 Electric damage reflex save DC 16.

Create/Destroy Water SP: Nofre-t-kau can use this ability three times per day. It works like the create water spell, except that he can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 14) or be ruined. This ability is the equivalent of a 1st-level spell.

Lair

Nofre-t-kau lairs in a small cave underneath a dune and navigating to the specific one is almost impossible for anyone who isn’t airborn. From above, the natural terrain points to the right region, and she uses her blindsight and burrow speed to find the specific entrance. This makes her almost impossible to track back to her home.

Photo by Heinz Klier on Pexels.com
Horde

The downside of her secretive cave is that its quite difficult for Nofre-t-kau to bring salvaged treasure home. Anything that isn’t small and thin is a challenge to burrow through the sand with, and she is forced to leave behind, but not before breaking it.

  • Chain Shirt (Medium) (100 gp)
  • Masterwork Glaive (Medium) (308 gp)
  • Masterwork Rapier (Medium) (320 gp)
  • Coins    606 gp

To follow along with this project as it goes on, entries have been tagged with the dragon tag.

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