Blue Dragons Pt. 3

These are the first of the mighty blue dragons of legends. They subjugate tribes, control deserts, and dominate trade.

Scha-rei, Adult Blue Dragon, CR 14

Scha-rei is a mobile dragon in search of a suitable lair, having outgrown her last. She has traded most of her horde for gems and other precious materials which allows her to transport them easily in a single pack. Scha-rei flies across the desert looking for a lost pyramid, abandoned mausoleum or other suitably grand structure to claim as her home.

Combat Statistics
Size/Type:Huge Dragon (Earth)
Hit Dice:21d12+105 = 241HP
Initiative:+4
Speed:40ft, 150ft Fly (poor), 20ft burrow
Armor Class:10 – 2 size + 20 Natural +4 Armor = 32
Base Attack/Grapple:+21/+37
Attack:Bite +27 2d8+8
Full Attack:Bite +27 2d8+8, 2 Claws +27 2d6+4, 2 Wings +27 1d8+4, Tail Slap +27 2d6+12
Space/Reach:15/10ft (15ft with bite)
Special Qualities:Blindsense 60ft, Darkvision 120ft, SR 21, DR 5/Magic
Immune:Electricity, Sleep, Paralysis
Saves:Fort – 12 + 5 Con = 17 Ref –  12 + 0 Dex + 2 = 13 Will – 12 + 3 Wis = 14
Abilities:Str 27 | Dex 10 | Con 21 | Int 16| Wis 17 | Cha 16
Skills:Bluff +27, Diplomacy +27, Intimidate +27, Knowledge Arcane +27, Listen +27, Search +27, Sense Motive +27, Spot +27, Use Magic Device +27
Languages:Draconic, Common, Sylvan, Giant, Terran
Feats:Flyby Attack, Hover, Wingover, Improved initiative, Multiattack, improved multiattack, Lightning Reflexes, Ability Focus Frightful Presence, Practiced Spellcaster
Alignment:Lawful Evil

Scha-rei has spent time energy refining her magic, and is always considered to have mage armor cast. This is reflected in her statistics. During combat, her preference is to keep at a distance using web and her breath weapon as often as possible, circling her foes and raining destruction down. She will add in magic missiles and resist energy as needed, falling back to her wand if it comes down to it.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Scha-rei can breathe a line of lightning 100ft long dealing 12d8 Electric damage reflex save DC 25

Create/Destroy Water SP: Scha-rei can use this ability three times per day. It works like the create water spell, except that she 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 23) or be ruined. This ability is the equivalent of a 1st-level spell.

Sound Imitation EX: Scha-rei can mimic any voice or sound she has heard, anytime she likes. Listeners must succeed on a Will save (DC 23) to detect the ruse.

Frightful Presence EX: Scha-rei can unsettle foes with her mere presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures within a radius of 180ft are subject to the effect if they have fewer than 21 hit die. A potentially affected creature that succeeds on a Will save (DC 25) remains immune to Scha-rei‘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.

Spell Like Abilities:

  • Ventriloquism 3/Day – CL = 9

Sorcerer Spells – CL = 9

  • Level 0 – 6/Day – DC 13
    • Detect Magic, Light, Mage Hand, Arcane Mark, Mending, Open/Close
  • Level 1 – 7/Day – DC 14
    • Alarm, Magic Missile, Mage Armor, Identify
  • Level 2 – 5/Day – DC 15
    • Resist Energy, Web
Lair

Scha-rei has no lair, and as such, can be encountered at any time during desert travels. She is willing to barter with travelers, but does not take kindly if her good will is refused and often resorts to robbery if the proper awe and respect is not shown.

Horde

Scha-rei’s horde is kept in a small traveling pack that she carries around her neck like a necklace.

  • Alexandrite (300 gp)
  • Banded Agate (12 gp)
  • Blue Star Sapphire (800 gp)
  • Chalcedony (40 gp)
  • Chalcedony (80 gp)
  • Hematite (8 gp)
  • Star Rose Quartz (40 gp)
  • Fine Cloth Robe (100 gp)
  • Fine Leather Boots (500 gp)
  • Fox Fur Ribbon set with Malachite (100 gp)
  • Gold Cloth Gown set with Silver Pearl (3,000 gp)
  • Leather Choker (110 gp)
  • Leather Ribbon (40 gp)
  • Sable Mask inlaid with Silver (1,600 gp)
  • Arcane Scroll Disrupt Undead (12 gp 5 sp),
  • Arcane Scroll Cat’s Grace (150 gp)
  • Divine Scroll Endure Elements (25 gp),
  • Divine Scroll Bear’s Endurance (150 gp)
  • Divine Scroll Summon Swarm (150 gp)
  • Glowing +1 Short Sword (Medium) (2,310 gp) – sheds light as a torch when drawn.
  • Wand of Magic Missile (7th) (32 of 50 charges) (3,360 gp)

Amennemaphet, Mature Adult Blue Dragon, CR 16

Amennemaphet laid claim to an oasis guarded by a remote tribe of blue scaled Yuan-Ti who herald him as their god returned. Amennemaphet is only too happy to oblige them and rules with ruthless cruelty. The Yuan-Ti bring any travelers discovered to him for sacrifice, and to have their valuables added to the horde.

Combat Statistics
Size/Type:Huge Dragon (Earth)
Hit Dice:24d12+120 = 276HP
Initiative:+4
Speed:40ft, 150ft Fly (poor), 20ft burrow
Armor Class:10 – 2 size + 23 Natural +4 Armor = 35
Base Attack/Grapple:+24/41
Attack:Bite +31 2d8+9
Full Attack:Bite +31 2d8+9, 2 Claws +29 2d6+4, 2 Wings +29 1d8+4, Tail Slap +29 2d6+13
Space/Reach:15/10ft (15ft with bite)
Special Qualities:Blindsense 60ft, Darkvision 120ft, SR 22, DR 10/Magic
Immune:Electricity, Sleep, Paralysis
Saves:Fort – 14 + 5 Con = 19 Ref –  14 + 0 Dex + 2 = 15 Will – 14 + 3 Wis + 2 = 19
Abilities:Str 29 | Dex 10 | Con 21 | Int 20| Wis 17 | Cha 16
Skills:Bluff +30, Diplomacy +30, Intimidate +30, Knowledge Arcane +32, Listen +30, Search +30, Sense Motive +30, Spot +30, Use Magic Device +30
Languages:Draconic, Common, Yuan-ti, Abyssal, Gnoll
Feats:Flyby Attack, Hover, Wingover, Improved initiative, Multiattack, improved multiattack, Lightning Reflexes, Ability Focus Frightful Presence, Practiced Spellcaster, Iron Will
Alignment:Lawful Evil

While generally at ease, Amennemaphet is still a dragon and is always prepared. He always has mage armor cast. In the event a fight occurs, Amennemaphet will typically let his 200 or so Yuan-Ti handle the assault. If required, he will step in and fight with his spells or breath weapon from a distance. Amennemaphet is not above fleeing if he feels a fight is turning against him, but will return as soon as it is safe for his horde.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Amennemaphet can breathe a line of lightning 100ft long dealing 14d8 Electric damage reflex save DC 27

Create/Destroy Water SP: Amennemaphet 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 25) or be ruined. This ability is the equivalent of a 1st-level spell.

Sound Imitation EX: Amennemaphet can mimic any voice or sound he has heard, anytime he likes. Listeners must succeed on a Will save (DC 25) to detect the ruse.

Frightful Presence EX: Amennemaphet can unsettle foes with his mere presence. The ability takes effect automatically whenever he attacks, charges, or flies overhead. Creatures within a radius of 210ft are subject to the effect if they have fewer than 24 hit die. A potentially affected creature that succeeds on a Will save (DC 27) remains immune to Amennemaphet‘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.

Spell Like Abilities:

  • Ventriloquism 3/Day – CL = 11

Sorcerer Spells – CL = 11

  • Level 0 – 6/Day – DC 13
    • Detect Magic, Light, Mage Hand, Arcane Mark, Mending, Open/Close, Acid Splash
  • Level 1 – 7/Day – DC 14
    • Alarm, Magic Missile, Mage Armor, Identify, Ray of Enfeeblement
  • Level 2 – 7/Day – DC 15
    • Resist Energy, Web, Mirror Image
  • Level 3 – 4/Day – DC 16
    • Dispel Magic, Fireball
Lair

Long ago the Yuan-Ti had erected a mighty temple to their deity, the perfection of Yuan-Ti existence. Amennemaphet moved into the temple and has set himself up as the reincarnation of their deity, even adopting his name. The temple is a large open marble structure with a natural spring surfacing and running to feed the oasis. Strewn about the inside of the temple, after his return, are various silks and pillows creating a very pleasurable lounge. Amennemaphet can be found here, swimming in the river, or smoking his hookah, and enjoying the comforts of his various consorts.

Photo by Roxanne Shewchuk on Pexels.com
Horde

Amennemaphet’s horde is stashed in a sub-terrain secret room, guarded by feral and crazed albino Yuan-Ti abominations locked within. The entrance is locked with an adamantine lock (DC 35), the key of which Amennemaphet keeps hidden on his body. It is also trapped with an enhanced burning hands trap. Opening the door without the key present within a 10ft radius triggers a gout of flames dealing 10d4 damage, reflex DC 24 for half. Search DC 37, disable device DC 40.

  • Black Pearl (300 gp)
  • Black Pearl (700 gp)
  • Black Pearl (800 gp)
  • Citrine (50 gp)
  • Coral (130 gp)
  • Eye Agate (15 gp)
  • Golden Pearl (70 gp)
  • Golden Yellow Topaz (500 gp)
  • Hematite (7 gp)
  • Iolite (30 gp)
  • Iolite (60 gp)
  • Malachite (10 gp)
  • Rhodochrosite (10 gp)
  • Sardonyx (50 gp)
  • Violet Garnet (300 gp)
  • Violet Garnet (600 gp)
  • Bottle of Fine Dwarven Cave Wine (500 gp)
  • Brass Masterwork Longsword (1,100 gp)
  • Carved Wooden Miniature Palm Tree (80 gp)
  • Carved Wooden Staff studded with Gold (400 gp)
  • Ebony Statue (Ehlonna) (3,000 gp)
  • Electrum Buckle (300 gp)
  • Rainbow Feathered Vest (80 gp)
  • Fine Steel Amulet set with Peridot (500 gp)
  • Fox Fur Talisman set with Turquoise (700 gp)
  • Gold Cloth Coat set with Deep Blue Spinel (4,000 gp)
  • Iron Miniature of a Castle (120 gp)
  • Iron Pin (90 gp)
  • Iron Ring (80 gp)
  • Ivory Miniature Canoe set with Obsidian (400 gp)
  • Large Carpet threaded with Platinum (3,000 gp)
  • Leather Boots (30 gp)
  • Leopard Fur Corset inlaid with Gold (2,000 gp)
  • Ornate Silver Mirror (1,000 gp)
  • Platinum Earrings (400 gp)
  • Porcelain Totem of a Bear set with Violet Garnet (3,000 gp)
  • Sable Ribbon (1,000 gp)
  • Set of Crystal Polyhedral Dice (1,000 gp)
  • Silver Cloth Pennant with a White Star Dominating the Surface (200 gp)
  • Silver Urn (1,600 gp)
  • Small Bag of Incense (90 gp)
  • Small Tapestry depicting the construction of a castle threaded with Electrum (1,000 gp)
  • Star Rose Quartz Holy Symbol of Maglubiyet (700 gp)
  • Headband of Intellect (+4) (16,000 gp) (Worn)
  • Rod of Extend Metamagic (lesser) (3,000 gp)
  • Noble’s Outfit (75 gp, 10 lb)
  • 38 x Small Cask of Tobacco (2 gp, 8 lb) (each)
  • Coins    1,732 pp, 2,659 gp, 5 sp

Ankhakaroakmhat, Old Blue Dragon, CR 18

Ankhakaroakmhat has recently moved her lair just outside of the crossroads of three major desert trade routes. She lairs in the side of a mountain, concealed with hallucinatory terrain, and waylays any caravans passing nearby, before flying off with their goods back to her cave. Ankhakaroakmhat has recently become a large problem in the region, but even the best scouts have been unable to track her to her lair.

Combat Statistics
Size/Type:Huge Dragon (Earth)
Hit Dice:27d12+162 = 337HP
Initiative:+4
Speed:40ft, 150ft Fly (poor), 20ft burrow
Armor Class:10 – 2 size + 26 Natural +4 Armor = 38
Base Attack/Grapple:+27/45
Attack:Bite +35 2d8+10
Full Attack:Bite +35 2d8+10, 2 Claws +35 2d6+5, 2 Wings +35 1d8+5, Tail Slap +35 2d6+15
Space/Reach:15/10ft (15ft with bite)
Special Qualities:Blindsense 60ft, Darkvision 120ft, SR 22, DR 10/Magic
Immune:Electricity, Sleep, Paralysis
Saves:Fort – 15 + 6 Con = 21 Ref –  15 + 0 Dex + 2 = 17 Will – 15 + 4 Wis + 2 = 21
Abilities:Str 31 | Dex 10 | Con 23 | Int 18 | Wis 19 | Cha 18
Skills:Bluff +34, Diplomacy +34, Intimidate +34, Knowledge Arcane +34, Knowledge Dungeoneering +34, Listen +34, Search +34, Sense Motive +34, Spot +34, Use Magic Device +34
Languages:Draconic, Common, Terran, Ignan, Halfling, Orc
Feats:Flyby Attack, Hover, Wingover, Improved initiative, Multiattack, improved multiattack, Lightning Reflexes, Ability Focus Frightful Presence, Practiced Spellcaster, Iron Will, ability focus breath weapon
Alignment:Lawful Evil

Ankhakaroakmhat is always on the lookout for danger. She always has Mage Armor cast (reflected in stats), but is happy to use her stone of earth elemental command to summon an elemental for a distraction while she makes a quick escape. If forced to fight, she favors a quick fight, and focuses on her breath weapon and melee attacks. Ankhakaroakmhat casts invisibility greater before any ambush, and will cast again as often as needed.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Ankhakaroakmhat can breathe a line of lightning 100ft long dealing 16d8 Electric damage reflex save DC 31

Create/Destroy Water SP: Ankhakaroakmhat can use this ability three times per day. It works like the create water spell, except that she 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 27) or be ruined. This ability is the equivalent of a 1st-level spell.

Sound Imitation EX: Ankhakaroakmhat can mimic any voice or sound she has heard, anytime she likes. Listeners must succeed on a Will save (DC 27) to detect the ruse.

Frightful Presence EX: Ankhakaroakmhat can unsettle foes with her mere presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures within a radius of 210ft are subject to the effect if they have fewer than 27 hit die. A potentially affected creature that succeeds on a Will save (DC 27) remains immune to Ankhakaroakmhat‘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.

Spell Like Abilities:

  • Ventriloquism 3/Day – CL = 13
  • Hallucinatory Terrain 1/Day – CL 13

Sorcerer Spells – CL = 13

  • Level 0 – 6/Day – DC 14
    • Detect Magic, Light, Mage Hand, Arcane Mark, Mending, Open/Close, Acid Splash, Prestidigitation
  • Level 1 – 7/Day – DC 15
    • Alarm, Magic Missile, Mage Armor, Identify, Ray of Enfeeblement,
  • Level 2 – 7/Day – DC 16
    • Resist Energy, Web, Mirror Image, Darkness
  • Level 3 – 7/Day – DC 17
    • Dispel Magic, Fireball, Tongues
  • Level 4 – 5/Day – DC 18
    • Invisibility Greater, Dimension Door

Lair

Ankhakaroakmhat’s lair is inside a hollowed out plateau, accessible only through a 20×20 opening 20ft off the ground. Ankhakaroakmhat keeps this opening covered at all times by a hallucinatory terrain spell to mask it, and has been successful in hiding for a 3 years at this point. Note, the duration of her hallucinatory terrain spell is 26 hours, and requires her to recast it each morning.

Photo by Anthony Cowan on Pexels.com
Horde

Ankhakaroakmhat’s horde is rapidly growing as she continually raids caravans at an aggressive rate, even for dragons.

  • Alexandrite (600 gp)
  • Alexandrite (700 gp)
  • Amethyst (100 gp)
  • Aquamarine (500 gp)
  • 2 x Azurite (9 gp)
  • Azurite (13 gp)
  • Banded Agate (7 gp)
  • Black Opal (1200 gp)
  • Black Pearl (300 gp)
  • Black Pearl (500 gp)
  • Black Pearl (600 gp)
  • Bloodstone (60 gp)
  • Blue Quartz (8 gp)
  • 2 x Carnelian (40 gp)
  • Chrysoprase (50 gp)
  • Citrine (50 gp)
  • Emerald (800 gp)
  • Emerald (1100 gp)
  • Eye Agate (14 gp)
  • Freshwater Pearl (10 gp)
  • Freshwater Pearl (11 gp)
  • Golden Yellow Topaz (500 gp)
  • Iolite (50 gp)
  • Malachite (8 gp)
  • Moonstone (20 gp)
  • Moonstone (40 gp)
  • Moonstone (50 gp)
  • Moonstone (70 gp)
  • Obsidian (9 gp)
  • Obsidian (12 gp)
  • Onyx (40 gp)
  • Peridot (40 gp)
  • Red Garnet (140 gp)
  • Red Spinel (110 gp)
  • Red-brown Spinel (130 gp)
  • Rock Crystal (40 gp)
  • Rock Crystal (60 gp)
  • Rock Crystal (80 gp)
  • Sardonyx (80 gp)
  • Star Ruby (900 gp)
  • Turquoise (7 gp)
  • 2 x Violet Garnet (400 gp)
  • Potion of Darkvision (300 gp)
  • Rod of Silent Metamagic (lesser) (3,000 gp)
  • Staff of Enchantment (47 of 50 charges) (61,100 gp)
  • Stone of Controlling Earth Elementals (100,000 gp)
  • Wand of Cure Serious Wounds (47 of 50 charges) (10,575 gp)
  • Wand of Shatter (28 of 50 charges) (2,520 gp)
  • 6 x Andirons and Spit (10 gp)
  • 15 x Barrel (2 gp, 30 lb)
  • 47 x Bottle of Brandywine (5 gp, 4 lb)
  • Chair (10 gp)
  • 11 x Courtier’s Outfit (30 gp, 6 lb)
  • 32 x Explorer’s Outfit (10 gp, 8 lb)
  • 46 x Fishing Net (4 gp, 5 lb)
  • Loom (50 gp)
  • 7 x Mortar and Pestle (5 gp, 2 lb)
  • Noble’s Outfit (75 gp, 10 lb)
  • Pavilion Tent (100 gp, 300 lb)
  • 17 x Sedan Chair (100 gp, 60 lb)
  • 9 x Table (30 gp)
  • 47 x Tiny Wooden Box (5 sp, 1 lb)
  • 11 x Wagon (35 gp, 400 lb)
  • Coins    4,495 pp, 3,751 gp, 2 sp, 5 cp

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

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