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Blue Dragon (Ancient Castle)The legendary dragon of water and tides has returned but with greater power. He deflects debuffs and reflect damage.

Blue Dragon [Ancient Castle] (CR 16)

XP 76,800
LN Gargantuan Dragon (Boss, Water)
Init +13; Senses Dragon senses 120 ft.; Perception +30

DEFENSE

AC 35, touch 15, flat-footed 31 (+20 natural, +9 dex, -4 size)
hp 627 [836] (19d12+190)
mp 132
Fort +22, Ref +22, Will +18
Absorb Water; DR 10/magic;
Immune Ability Drain, Berserk, Charmed, Confuse, Cowering, Death, Diseased, Doom, Energy Drain, Entangled, Exhausted, Fatigued, Fear, Frightened, Frog, Immobilized, Imperil, Mini, Nauseated, Panicked, Paralysis, Petrification/Statue, Shaken, Silence, Sleep, Staggered, Stop, Stunned, Zombie;
SR 27; Strong Fire
Weakness Lightning

OFFENSE

Speed 60 ft., swim 90 ft.
Melee Bite +28 (3d6+18 plus 2d6 water damage and 1d6 MP damage), 2 claws +28 (2d6+13 plus 1d6 water damage and 1d4 MP damage), tail slap +26 (2d6+18 plus 1d6 water damage and 1d4 MP damage)
Space 20 ft.; Reach 15 ft.
Special Attacks Acid Rain, Aqualung, Big Wave, Breath Weapon (100-ft. line, 14d10 water damage, Reflex DC 28 half, usable every 1d4 rounds), Crush (Small creatures, DC 28, 2d8+18), Flash Rain, Rippler
Burst Mode Reflective
Spells Known (FC CL 19th, concentration +26)

  • 0th (DC 17) – Create Water, Detect Magic, Message, Read Magic, Water Orb
  • 1st (DC 18) – Blind, Engulf, Water, Water Blast, Wave Shield
  • 2nd (DC 19) – Elemental Resistance, Engulf II, Poison, Slipstream Water II
  • 3rd (DC 20) – Aqueous Orb, Bio, Blindga, Dispel, Engulf III, Slow, Tail Current, Water III, Watera, Water Breathing, Water Walk
  • 4th (DC 21) – Alter River, Control Water, Geyser, Globe of Tranquil Water, Hydraulic Torrent, Poisonga, Water IV
  • 5th (DC 22) – Biora, Blindja, Drown, Poisonja, Tidal Surge, Waterga
  • 6th (DC 23) – Greater Dispel, Flood, Slowga
  • 7th (DC 24) – Bioga, Drown II, Fluid Form, Vortex
  • 8th (DC 25) – Flood II, Seamantle
  • 9th (DC 26) – Bioja, Tsunami
STATISTICS

Str 36, Dex 28, Con 28, Int 20, Wis 24, Cha 22
Base Atk +19; CMB +36; CMD 55 (59 vs. trip)
Feats Aquatic Spell, Echoing Spell, Extend Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Spell Penetration, Toughness
Skills Bluff +29, Diplomacy +29, Intimidate +29, Knowledge (arcana, history) +28, Perception +30, Sense Motive +30, Spellcraft +28, Stealth +21, Survival +30, Swim +45; Racial Modifiers +8 Swim
Languages Aquan, Common, Draconic plus 7 more
SQ Status Deflection

SPECIAL ABILITIES [phase i]

Acid Rain (Su)

Once every 1d4+1 rounds as a standard action, Blue Dragon downpours acid rain upon his enemies. All creatures within the 20-ft.-radius around the target receive Deprotectra III and Deshellra III for 19 rounds unless they make a Will save (DC 26) to negate it.

During Phase II, increase radius to 60 ft.

Blue mage may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).

Aqualung (Su)

As a standard action, Blue Dragon can emit a 30-ft.-cone of watery breath. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status (Fort save DC 26 to reduce damage by half and negate the Silence status effect) for 1d6 rounds.

During Phase II, increase radius to 90 ft. and heal half of the damage.

Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

Big Wave (Su)

Once every 1d3+1 rounds as a standard action, Blue Dragon can unleash a burst of water. All creatures in a 50 ft. line that is 25 feet wide take 15d6 points of water damage and are knocked prone. A DC 26 Reflex save halves the damage and prevents those affected from being knocked prone. Those who fail the Reflex save must also make a DC 26 Fortitude save or begin drowning (they are knocked unconscious, are taken to -1 hit points on the following round, and one round after that, die). The drowning may be prevented by making a Heal check (DC 26) as a full-round action, or casting a spell or using an item upon the victim that lets them breathe underwater.

Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana DC 29).

Flash Rain (Su)

Once every 1d3+1 rounds as a standard action, Blue Dragon causes a shower of icy cold rain in a flash, hitting all those in a 30-ft.-cone. Those in the area of effect take 10d6 ice and 10d6 water damage, a successful Reflex (DC 26) for half damage.

During Phase II, increase radius to 90 ft.

Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana DC 31).

Rippler (Su)

Blue Dragon echoing ripples between his opponent and himself within 120 ft. He can use rippler to switch all beneficial and negative status effects that has been cast on a creature and switch them between himself. The beneficial effect duration is reset based on his spell casting level round. For him to succeed at a rippling, he makes one rippling check as if he were doing a dispel check (1d20+19) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, you gain all the beneficial and negative effects that creature had and you swap them with yours. If not, nothing happens.

Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).

Status Deflection (Ex)

Any enfeebling spells inflicted upon Blue Dragon has a 25% not to stick, however any enfeebling spells he inflicts upon himself does not interfere with this.

Reflective doubles the chance of enfeebling spells not working on him.

SPECIAL ABILITIES [phase Ii]

Reflective (Su) [Begins Phase II]

Once below 50% health (418), This Burst Mode lets Blue Dragon guard against some attacks and magic spells, making it reflect back part of the damage taken. For a number of rounds equal to 1 + 1 round for every four HD, Blue Dragon gains a reflective ability. Whenever he takes any form of damage, he returns 20% of the total damage back to that target. He also gains 20 fast healing. This limit break requires only a swift action to activate.