BLUE DRAGON, YOUNG – 5e stat

Large dragon (chromatic dragon), lawful evil

Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 40 ft., burrow 20 ft., fly 80 ft.

Proficiency Bonus +4
Proficiency Bonus +7 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
21 (+5)10 (+0)19 (+4)14 (+2)13 (+1)17 (+3)

Saving Throws Dex +4, Con +8, Wis +5, Cha +7
Skills Perception +9, Stealth +4
Damage Immunities lightning
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages Common, Draconic
Challenge 9 (5,000 XP)

ACTIONS

  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Multiattack (suggested). The dragon makes four attacks.
  • Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
  • Kick (suggested)Melee Weapon Attack: +9 to hit, reach 10 ft., one target behind the dragon. Hit: 12 (2d6 + 5) slashing damage. The target must succeed on a DC 17 Dexterity saving throw or be kicked back 10 feet. If the target is kicked back, it must succeed on a DC 17 Constitution saving throw or fall prone.
  • Plummet (suggested)Melee Weapon Attack: +9 to hit, reach 5 ft., one or more targets on the ground. Hit: 16 (2d10 + 5) bludgeoning damage. The dragon can use this attack only if it is flying or jumping and descends at least 30 feet straight toward the target. The dragon can target a number of creatures equal to its proficiency bonus (+4) that are in a 15-foot radius of where it lands. The dragon makes a separate attack roll for each target. The target must succeed on a DC 16 Constitution saving throw or be pinned under the dragon, taking 16 (2d10 + 5) bludgeoning damage at the start of each of the dragon’s turns until the dragon moves or the target escapes. The target can use its action to make a DC 17 Strength check, ending the effect on itself on a success. The dragon can’t use its breath weapon or wing attack on the same turn as this attack.
  • Snatch (suggested). When the dragon flies at least 20 feet straight toward a creature that is two or more size categories smaller than itself and then hits it with a claw attack on the same turn, the dragon can use its bonus action to try to snatch the creature. The target must succeed on a DC 17 Dexterity saving throw or be grappled (escape DC 17) by the dragon and lifted into the air. While grappled in this way, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The dragon can only snatch one creature at a time. At the start of each of the dragon’s turns, it can choose to squeeze the snatched creature, dealing 12 (2d6 + 5) slashing damage to it. Alternatively, the dragon can make an attack roll against the snatched creature to transfer it to its mouth. On a hit, the creature is no longer grappled by the claw, but by the bite. On a miss, the creature falls and takes falling damage as normal.
  • Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. In addition, the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the dragon’s next turn. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn.
  • Wing Buffet (suggested)Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.  In addition, the target must succeed on a DC 17 Dexterity saving throw or be knocked prone. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn. Each creature in the area must succeed on a DC 17 Strength saving throw or be pushed 10 feet away from the dragon due to the gust of wind produced by the wing buffet.
  • Lightning Breath (Recharge 5-6). The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

The Young Blue Dragon is a large and fearsome creature that belongs to the family of chromatic dragons. Its scales are a deep azure color, and its eyes glow with a faint electric blue light. Its head is adorned with two large horns that curve backwards, and its mouth is filled with razor-sharp teeth. Its body is sleek and muscular, and its tail ends in a spiky tip. Its wings are broad and powerful, allowing it to soar through the skies with ease.

COMBAT

The Young Blue Dragon is a cunning and ruthless opponent that prefers to ambush its prey from above. It uses its natural camouflage to blend in with the desert sky, and then dives down to strike with its bite and claws. It can also unleash a devastating blast of lightning from its mouth, which can electrocute multiple enemies in a straight line. The Young Blue Dragon is resistant to lightning damage, and immune to any effects that would paralyze or stun it. It has keen senses, especially in the dark, and can detect the presence of nearby creatures by feeling the vibrations in the ground.

HABITAT / SOCIETY

The Young Blue Dragon lives in arid and desolate regions, such as deserts, mountains, or canyons. It digs deep burrows under the sand or rock, where it hoards its treasure and rests during the day. It hunts at night, flying over vast distances in search of food and water. The Young Blue Dragon is territorial and solitary, and will fiercely defend its lair from any intruders. It rarely associates with other dragons of its kind, unless it seeks a mate or an ally against a common enemy. It respects strength and cunning, and will sometimes bargain with other creatures that can offer it something of value.

ECOLOGY

The Young Blue Dragon is an apex predator that feeds on a variety of animals, such as camels, horses, lizards, or birds. It can also consume plants, cacti, or fruits that grow in its habitat. It needs little water to survive, as it can extract moisture from its food or from the air. It has a long lifespan, and can grow to become an Adult Blue Dragon after several decades. The Young Blue Dragon is a threat to any civilization that dwells near its territory, as it will raid caravans, villages, or oases for food, treasure, or slaves. It is also a coveted target for adventurers, who seek to slay it for its scales, horns, teeth, or claws.

Blue Dragon is employed as component to empower the following spells: