Upheaval

Blue Dragon (Ancient)

CR 18, LE Gargantuan Dragon (earth)

Senses: Perception 32, Darkvision 120, Blindsight 60Without using visual senses this creature can sense creatures and objects around it. In addition, invisibility and other forms of cover are useless. Within range of the creature's blindsight, it doesn't need to make a perception check to locate a creature, but automatically detects it.

Speed: 40 ft., burrow 20 ft., fly 250 ft. (clumsy)  Skills: Athletics 10, Deception 32, Intimidation 32, Arcana 32, History 32, Nature 32

Languages: Auran, Common, Draconic, Giant, Ignan, Infernal

Ability Scores: Str 35 (+32), Dex 8 (+19), Con 25 (+27), Int 20 (+25), Wis 21 (+25), Cha 20 (+25)

INIT: +3  CP: +24  HP: 324 (24d12+168)  SA: 21  DC: 31

AC: 37  Touch: 5  Flat-footed: 37 [-1 Dodge, +32 Natural, -4 Size]

SR: 31  Vulnerable: --  Resistant: Weapons 15  Bypass: +3 weapon, Adamantine

Immunity: Electricity  Effect Immunity: Paralysis, Sleep

QUALITIES

Electricity Aura (su, Aura, Electricity) - This creature is surrounded by an aura of electricity. At the beginning of its turn, all creatures within 10 feet take 2d6 points of electricity damage.

ACTIONS
Attacks

Frightful Presence (Free)(ex, Mental, Fear) - As a free action, this creature can demonstrate its frightful presence (usually through a roar or other effect). Opponents who witness this gain level 3 fear for 5d6 rounds. Opponents who succeed on a save are immune to this effect for 24 hours. If the target loses sight of the creature, it gets a new save each round.

Breath Weapon (su, every 1d4 rounds) - 120-ft. line of electricity, 20d8 electricity damage

Crush (ex) - This dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Dex save or take bludgeoning damage and become grappled (level 2). Crush attacks deal damage equal to the maximum melee attack the dragon can make. Grappled targets automatically take this damage again at the beginning of their turns for as long as they remain grappled.

Desert Thirst (su) - A blue dragon can cast create water at will. Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Creatures in 10-feet must make a DEX save or have one liquid-based magic item in their possession (such as potions) turned to sand.

Mirage (Free)(su, 1/short rest) - A Blue Dragon (Ancient) can make itself appear to be in two places at once as a free action for 1 minute. This ability functions as project image but the creature can use supernatural abilities through the image.

Storm Breath (su, every 1d4 rounds) - This dragon can use its breath weapon to create a storm of lightning. This functions as call lightning storm but the damage is 24d8 (Dex halves). The dragon can call down 1 bolt per round as a free action for 1d6 rounds. Additional uses of this ability extend the duration by an additional 1d6 rounds.

Tail Sweep (ex) - As a standard action, this dragon can sweep multiple targets with its tail. The sweep affects a half-circle with a radius of 30 feet. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. The sweep deals as much damage to all creatures in range as the tail slap normally does to a single target, though targets can make a Dex save to halve this damage.

Dazzling Display (Full Round)(ex) - One display of prowess can intimidate creatures within 30 feet, inflicting level 1 fear for 1d4 rounds.

Spells

Spell Like Abilities (At Will)
DESCRIPTION

Environment: warm desert

Organization: None

Treasure: triple

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

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.