Blue Dragons Pt. 2

Part 2 of our series on blue dragons focuses on adolescents. These are fledgling dragons that have started to establish themselves in their region, and are probably not unknown to the trade caravans.

Maro Amen, Young Blue Dragon, CR 6

Maro Amen fancies himself a merchant king, and keeps court deep in the desert along a popular trade route through the Hot Wastes. He came across a merchant caravan asleep and managed to slay, not only the merchant, but all 45 of his traveling band, including the guards, which gave him quite a start on his inventory.

Combat Statistics
Size/Type:Medium Dragon (Earth)
Hit Dice:12d12+24 = 102HP
Initiative:+4
Speed:40ft, 150ft Fly (poor), 20ft burrow
Armor Class:10 + 11 Natural = 21
Base Attack/Grapple:+12/15
Attack:Bite +15 1d8+3
Full Attack:Bite +15 1d8+3, 2 Claws +15 1d6+1, 2 Wings +15 1d4+1
Space/Reach:5ft/5ft
Special Qualities:Blindsense 60ft, Darkvision 120ft.
Immune:Electricity, Sleep, Paralysis
Saves:Fort – 8 + 2 Con = 10 Ref –  8 + 0 Dex = 8 Will – 8 + 1 Wis = 9
Abilities:Str 17 | Dex 10 | Con 15 | Int 12| Wis 13 | Cha 12
Skills:Bluff +16, Diplomacy +16, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16
Languages:Draconic, Common, Halfling
Feats:Flyby Attack, Hover, Wingover, Improved initiative, Multiattack, improved multiattack
Alignment:Lawful Evil

Maro Amen avoids combat as much as he can. If forced to participate, he will use his breath weapon on as many as possible before jumping onto whoever the most wounded is, focusing on them until slain. If any of a party attempt to flee, Maro Amen will pursue via flight and breath weapons.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Maro Amen can breathe a line of lightning 60ft long dealing 6d8 Electric damage reflex save DC 18

Create/Destroy Water SP: Maro Amen 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 17) or be ruined. This ability is the equivalent of a 1st-level spell.

Lair
Photo by Francesco Ungaro on Pexels.com

While thoroughly evil, Maro Amen is not unreasonable, and his new base of operations actually has bolstered trade. He keeps camp, and will provide water and potentially trade opportunities or even shelter for a night with any who travel the route and pay proper respects. Those who don’t, are simply slain and he takes their trade goods as his own. His tolls are now simply a cost of doing business, and most know where he resides. The various tents are left assembled and standing, and 10 of them can be purchased or rented for a night.

Services

  • Create Water: 50gp per casting
  • Safe Rest: 10gp a head (including pack animals)
  • Directions: 100gp
  • Safe Passage: 1% of trade goods.
  • Trade: Maro Amen uses his horde as his inventory and is happy to buy or trade for items.
Horde

Maro Amen uses his horde as his inventory, and is more than happy to sell, or purchase items from PCs. Listed is the raw value, but success on diplomacy or bluff checks can alter the prices by 10%. Maro Amen will do his best to succeed on the same checks vs the PCs increasing the price. Its important your players do not know the prices of these items without an appraise check. If a bluff or intimidate check is failed against Maro Amen, he has no tolerance and immediately attacks.

  • Alexandrite (700 gp)
  • Emerald (1300 gp)
  • Golden Yellow Topaz (500 gp)
  • Malachite (11 gp)
  • Onyx (40 gp)
  • Pink Pearl (90 gp)
  • Rhodochrosite (11 gp)
  • Potion of Cure Light Wounds (50 gp)
  • Wand of Acid Arrow (25 of 50 charges) (2,250 gp)
  • 25 x Bolt of Canvas (1 gp, 10 lb)
  • 23 x Iron Pot (8 sp, 4 lb)
  • Noble’s Outfit (75 gp, 10 lb)
  • 7 x Riding Saddle (10 gp, 25 lb, each)
  • 11 x Tent (10 gp, 20 lb, each)
  • Coins    1,344 gp, 8 sp

Sasu-khons-pa-set, Juvenile Blue Dragon, CR 8

Sasu-khons-pa-set’s magical abilities have begun to awaken and she is aware. She practices her spells deep within her maze like caves deep in the desert away from prying eyes.

Combat Statistics
Size/Type:Large Dragon (Earth)
Hit Dice:15d12+48 = 145HP
Initiative:+4
Speed:40ft, 150ft Fly (poor), 20ft burrow
Armor Class:10 – 1 size + 14 Natural = 23
Base Attack/Grapple:+15/23
Attack:Bite +18 2d6+4
Full Attack:Bite +18 2d6+4, 2 Claws +18 1d8+2, 2 Wings +18 1d6+2, Tail Slap +18 1d8+6
Space/Reach:10/5ft (10ft with bite)
Special Qualities:Blindsense 60ft, Darkvision 120ft.
Immune:Electricity, Sleep, Paralysis
Saves:Fort – 9 + 3 Con = 12 Ref –  9 + 0 Dex +2 = 11 Will – 9 + 2 Wis +2 = 13
Abilities:Str 19 | Dex 10 | Con 17 | Int 14| Wis 15 | Cha 14
Skills:Bluff +20, Diplomacy +20, Intimidate +20, Knowledge Arcane +20, Listen +20, Search +20, Sense Motive +20, Spot +20
Languages:Draconic, Common, Infernal, Ignan
Feats:Flyby Attack, Iron Will, Toughness, Improved initiative, Multiattack, improved multiattack, Lightning Reflexes
Alignment:Lawful Evil

Sasu-khons-pa-set is a burgeoning sorcerer, and prefers solitude. If interrupted, she will attack with breath weapons, and her massive size in melee. Because she is generally only found within her cave complex, she rarely engages in flying attacks. She relies on her sound imitation powers to distract, confuse, and demoralize any who do decide that slaying a dragon in its den is a worthy endeavor.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Sasu-khons-pa-set can breathe a line of lightning 80ft long dealing 8d8 Electric damage reflex save DC 20

Create/Destroy Water SP: Sasu-khons-pa-set 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 19) or be ruined. This ability is the equivalent of a 1st-level spell.

Sound Imitation EX: Sasu-khons-pa-set can mimic any voice or sound she has heard, anytime she likes. Listeners must succeed on a Will save (DC 19) to detect the ruse.

Sorcerer Spells – CL = 1

  • Level 0 – 5/Day – DC 12
    • Detect Magic, Light, Mage Hand, Arcane Mark
  • Level 1 – 4/Day – DC 13
    • Alarm, Magic Missile
Lair

Sasu-khons-pa-set lairs in a complex network of caves she has dug to grant her privacy. If discovered, she has no compunction against combat, and will fight to the death.

Photo by Marco on Pexels.com
Horde

Sasu-khons-pa-set has a small horde with minimal valuables, except her prized possession, the wand of levitate. She keeps the wand on her at all times, but the rest are stored in a deep alcove hidden.

  • Onyx (70 gp)
  • Smoky Quartz (70 gp)
  • Citrine Box (900 gp)
  • Divine Scroll (Bull’s Strength) (150 gp)
  • Divine Scroll (Remove Paralysis) (150 gp)
  • Potion of Invisibility (300 gp)
  • Wand of Levitate (25 of 50 charges) (2,250 gp)
  • Coins    368 pp

Turo, Young Adult Blue Dragon, CR11

Turo delights in the panic caused by a dragon flying overhead, and does his best to make sure he is seen, performing flybys of any desert caravan he comes across. He has even been known to perform passes outside of walled cities, scaring the guards and causing panics, just to remind the residents that he is there.

Combat Statistics
Size/Type:Large Dragon (Earth)
Hit Dice:18d12+72 = 189HP
Initiative:+4
Speed:40ft, 150ft Fly (poor), 20ft burrow, Spider Climb
Armor Class:10 – 1 size + 17 Natural = 26
Base Attack/Grapple:+18/28
Attack:Bite +23 2d6+6
Full Attack:Bite +23 2d6+6, 2 Claws +23 1d8+3, 2 Wings +23 1d6+3, Tail Slap +23 1d8+9
Space/Reach:10/5ft (10ft with bite)
Special Qualities:Blindsense 60ft, Darkvision 120ft, SR 19, DR 5/Magic
Immune:Electricity, Sleep, Paralysis
Saves:Fort – 11 + 4 Con = 15 Ref –  11 + 0 Dex + 2 = 13 Will – 11 + 3 Wis = 14
Abilities:Str 23 | Dex 10 | Con 19 | Int 14| Wis 15 | Cha 14
Skills:Bluff +23, Diplomacy +23, Intimidate +23, Knowledge Arcane +23, Listen +23, Search +23, Sense Motive +23, Spot +23
Languages:Draconic, Common, Orc, Dwarf
Feats:Flyby Attack, Hover, Wingover, Improved initiative, Multiattack, improved multiattack, Lightning Reflexes, Ability Focus Frightful Presence
Alignment:Lawful Evil

Turo delights in causing fear, and knows his mere presence is enough for most. He always begins combat with a flight overhead outside of bow range, to panic low level foes, or at least their horses. His goal is to trick merchants into dropping their cargo and fleeing, but if they take their goods with them, he gives chase relishing in the easy fight. If any stand and do battle, he targets them first in melee combat. If Turo is prepared for a fight, he will cast mage armor, but this is not reflected in his combat statistics.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Turo can breathe a line of lightning 80ft long dealing 10d8 Electric damage reflex save DC 23

Create/Destroy Water SP: Turo 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 21) or be ruined. This ability is the equivalent of a 1st-level spell.

Sound Imitation EX: Turo can mimic any voice or sound he has heard, anytime he likes. Listeners must succeed on a Will save (DC 21) to detect the ruse.

Frightful Presence EX: Turo can unsettle foes with his mere presence. The ability takes effect automatically whenever he attacks, charges, or flies overhead. Creatures within a radius of 150ft are subject to the effect if they have fewer than 18 hit die. A potentially affected creature that succeeds on a Will save (DC 23) remains immune to Turo‘s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Sorcerer Spells – CL = 3

  • Level 0 – 6/Day – DC 12
    • Detect Magic, Light, Mage Hand, Arcane Mark, Mending
  • Level 1 – 6/Day – DC 13
    • Alarm, Magic Missile, Mage Armor
Lair

Turo has used his burrowing talents to carve the top of a plateau into a large open room 100ft in diameter and 20ft high. This octagonal room has no walls, but rather stone columns supporting it. This serves two main purposes. First, he can scout and see crossing caravans for hunting, and second, he can be seen, allowing him to scare and intimidate any who may be passing by. If anyone is foolish enough to try to climb, he will stand at the top and launch lines of lightning at them.

Photo by Stephen Walker on Unsplash
Horde

Turo’s horde is mostly valuables he has stolen from traders that simply fled in panic. He keeps it stashed in his lair, a cave nestled on the base of a mountain deep in the desert, and returns when he feels rested.

  • Alexandrite (500 gp)
  • Alexandrite (700 gp)
  • Aquamarine (300 gp)
  • Aquamarine (600 gp)
  • 2 x Black Pearl (700 gp each)
  • Blue Star Sapphire (900 gp)
  • Coral (80 gp)
  • Hematite (8 gp)
  • Iolite (40 gp)
  • Jasper (40 gp)
  • Obsidian (9 gp)
  • Rich Purple Corundum (900 gp)
  • Turquoise (9 gp)
  • Violet Garnet (600 gp)
  • Arcane Scroll (Ray of Enfeeblement) (25 gp)
  • Arcane Scroll (Pyrotechnics) (150 gp)
  • Arcane Scroll (True Strike) (25 gp)
  • Arcane Scroll (Fox’s Cunning) (150 gp)
  • Arcane Scroll (Disguise Self) (150 gp)
  • Arcane Scroll (See Invisibility) (150 gp)
  • Divine Scroll (Owl’s Wisdom) (150 gp)
  • Oil of Invisibility (300 gp)
  • Potion of Magic Fang (50 gp)
  • Slippers of Spider Climbing (4,800 gp) (worn by Turo)
  • Masterwork Lance (310 gp)
  • Barrel of Oil (24 gp, 150 lb)
  • 9 x Large Cage (50 gp)
  • Riding Saddle (10 gp, 25 lb)
  • Small Cask of Dried Figs (3 gp, 8 lb)
  • Coins    4670 gp, 5 sp

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

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