Kryx RPGThemes
Young Blue Dragon

Young Blue Dragon

Large dragon
Challenge
9

STR
5
DEX
2
CON
4
INT
2
WIS
1
CHA
3

152
16d10+64
20
Soak
2
Fort
+7
Ref
+6
Will
+5
Defense note natural armor
Damage immunities lightning

Speed 8 m., burrow 8 m., fly 20 m.
Skills Athletics +8 (19), Brawn +8 (19), Insight +1 (12), Perception +4 (15), Primal (Cha) +6 (17), Stealth +5 (16)
Senses blindsight 5 m., darkvision 20 m.
Languages Common, Draconic

Maneuvers. The young blue dragon uses maneuvers (maneuver save Difficulty 17). It has 8 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, blind, dive attack, fearsome beast, fountain of blood, knockback (Claw only), spring attack, swipe (Claw only)

Spellcasting. The young blue dragon uses Primal (Cha) to cast spells (spell save Difficulty 15, +6 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 11th-level spellcaster): blind spot, frighten, lightning lure, minor illusion, mold sand

1 mana: arc lightning, blur, command, fear, image, lightning bolt, locate water, sand cloud, sandblast, slipsand, wrath of the storm

2 mana: chain lightning, flaying wind, lightning strike, move earth, pillars of sand, sandstorm, storm bane, wall of sand

Actions (3)

Bite (1/turn). Melee Weapon Attack: +8 to hit, reach 2 m. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.

Claw (2/turn). Melee Weapon Attack: +8 to hit. Hit: 12 (2d6 + 5) slashing damage.

Lightning Breath (Costs 2 actions; Recharge 5–6). The young blue dragon exhales lightning in a 10-meter cone or line. Each creature in that area must make a Difficulty 16 Reflex saving throw. On a failure, a creature takes 58 (13d8) lightning damage and can’t take reactions for 1 minute. On a success, a creature takes half as much damage and isn’t otherwise affected. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Coastal, Desertsrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack as you strike a sensitive area.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

Spells

As an action, you cloud yourself from a creature that you can touch or see within 20 meters. The creature must make a Will saving throw.

On a failure, it is it can’t see you until the end of your next turn, as if you are invisible to it.

As an action, you can frighten a creature that you can touch or see within 5 meters. The creature must make a Will saving throw.

On a failure, it takes 1d3 psychic damage and is frightened of you until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).

As an action, your arm whips forward, creating a lash of lightning energy that strikes at a creature that you can touch or see within 10 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 lightning damage and is pulled 2 meters toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 9th level (2d6; Large) and 17th level (3d6; Huge).

1 minute

As an action, you create a sound or an image of an object within 5 meters that lasts for the duration. The illusion also ends if you dismiss it on your turn (no action required) or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 1-meter cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

A creature can use an action to examine the sound or image, making an ability check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

The illusion can be created to appear as a threatening creature just out of sight of a creature within 10 meters that you can see. If you so, the spell ends and the creature must make a Will saving throw.

On a failure, it takes 1d2 psychic damage, can’t take reactions until the end of its next turn, and the next attack roll against it has advantage if it is made before the end of your next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d2 when you reach 9th level (2d2) and 17th level (3d2).

As an action, you choose a portion of dirt or sand that you can see within 5 meters and that fits within a 1-meter cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth or sand, you can hurl it. Make a ranged spell attack against a creature within 5 meters. On a hit, the target takes 1d8 bludgeoning damage. On a miss by 4 or less, the target takes half as much damage.
  • If you target an area of loose earth or sand, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 meter away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
  • You cause shapes, colors, or both to appear on the dirt or sand, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or sand you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

As an action, four tendrils of lightning arc out from you. Each tendril can target a creature that you can touch or see within 10 meters which must make a Reflex saving throw If multiple tendrils target the same creature, it makes one saving throw..

On a failure, it takes 1d8 lightning damage for each tendril targeted at it and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for each additional mana expended.

1 minute/mana

As an action, your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack. The attacker must make an additional attack roll and use the worst result.

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

concentration, 1 minute/mana

As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.

While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As an action, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a sphere. The image appears at a spot within 20 meters and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

As long as you are within 20 meters of the illusion, you can use an action to cause the image to move up to 5 meters to a space you can see, but the illusion must remain within 20 meters of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can use an action to examine the image, making an ability check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through the image, and any other sensory qualities of the image become faint to the creature.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Major Image. You can expend 1 additional mana so the image seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal concussion damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). Additionally, when you move the illusion you can cause it to make different sounds at different times, even making it carry on a conversation, for example.

  • Indefinite. You can expend 1 additional mana so the spell lasts until dispelled, without requiring your concentration.

  • Programmed Image. You can expend 2 additional mana so the illusion activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 5-meter cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

    When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

    The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 5 meters of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

As an action, a stroke of lightning blasts out from you in a direction you choose. The lightning ignites flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d8 lightning damage and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • Staggering Bolt. You can expend 1 additional mana so the damage is reduced to 2d8 and each creature who fails the saving throw is staggered until the end of its next turn.

(ritual)

As an action, you sense the direction of water. You learn the direction and distance to the closest substantial body of water within 10 kilometers, if any are present.

concentration, 1 hour/mana

As an action, you create a sphere twice as big as normal of sand centered on a point within 20 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

Augment

Choking Sands. You can expend 1 additional mana and cast this spell as two actions to cause the sands to fill the lungs of creatures within it. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana.

Each creature that is completely within the cloud at the start of its turn must make a Fortitude saving throw.

On a failure, the creature spends its actions that turn coughing up the sand in its lungs. Creatures that don’t need to breathe automatically succeed on this saving throw.

As an action, you hold your hands outstretched as sand shoots forth. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 1d6 slashing damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 for each additional mana expended.

1 minute/mana

As an action, a thin layer of slipsand covers the ground in a sphere twice as big as normal centered on a point within 10 meters and turns it into difficult terrain for the duration.

When the slipsand appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

As a reaction, which you use when you are hit by an attack, lightning lashes out from your body. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 2d10 lightning damage and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d10 for each additional mana expended.

As two actions, a bolt of lightning arcs toward a target that you can touch or see within 10 meters. The lightning can then arc to another target within 5 meters of the first target and a third target within 5 meters of the second target. A target can be a creature or an object and can be targeted only once. A target must make a Reflex saving throw.

On a failure, it takes 5d8 lightning damage and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

The lightning can arc to an additional target within 5 meters of the previous target for each additional mana expended and the damage increases by 1d8 for each additional mana expended and by an additional 1d8 for every two additional mana expended. You can end the chain at any point.

As two actions, a brief windstorm filled with scouring, supernatural, grit that strips flesh forms at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 5d6 slashing damage and is bleeding 2.

On a critical failure, it takes twice as much damage and is bleeding 4.

On a success, it takes half as much damage and is bleeding 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the bleeding level by 1 for each additional mana expended.

As two actions, a bolt of lightning flashes down at a point within 20 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 2d8 damage and is blinded and deafened until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 1 hour/mana

As two actions, choose a sphere of terrain twice as big as normal within 20 meters. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 5-meter square, you can create a pillar up to 3 meters high, raise or lower the square’s elevation by up to 3 meters, dig a trench up to 3 meters deep, and so on. It takes 10 minutes for these changes to complete.

Every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

As two actions, up to three pillars of sand burst from a place on the ground that you can see within 20 meters. A pillar is a cylinder that has a diameter of 2 meters and a height of up to 5 meters. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Large or smaller.

A pillar has 12 Defense, 2 Soak, and 30 Health. When reduced to 0 health, a pillar crumbles, which creates an area of difficult terrain with a 2-meter radius that lasts until the sand is cleared. Each 1-meter diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must make a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.

On a success, the creature moves up to 1 meter to the nearest space.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Augment

You can create one additional pillar for each additional mana expended.

concentration, 5 minutes/mana

As two actions, a swirling cloud of sand swirls through the air in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d4 slashing damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

As an action, you can cause the cloud to move 2 meters in a direction that you choose at the start of each of your turns. As an action, you can stop the cloud from moving if it is within 20 meters of you.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

  • Massive Sandstorm. You can expend 3 additional mana to create a 200-meter radius sphere at a point you can see within sight range. Sand and gusts assail the area. The area is difficult terrain and is heavily obscured. Ranged weapon attacks in the area are impossible. The wind and sand count as a severe distraction for the purposes of maintaining concentration on spells. Gusts of strong wind (at least 30 kilometers per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

    The damage is reduced to 1d4.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to concussion or lightning. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to concussion and lightning damage for the duration and the first time on each turn the creature takes concussion or lightning damage, it takes an extra 2d6 damage of that type.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minute/mana

As two actions, you create a wall of swirling sand twice as big as normal on the ground at a point you can see within 20 meters that lasts for the duration.The wall can’t occupy the same space as a creature or object and it needs to be vertical and to rest on a firm foundation. The wall blocks line of sight, but creatures and objects can pass through it.

A creature must spend 3 meters of movement for every meter it moves through the wall. A creature is blinded until the start of its next turn after moving through the wall.