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

Blue Dragon [Dragon’s Den] (CR 23)

XP 819,200
LN Colossal Dragon (Boss, Water)
Init +16; Senses Dragon senses 120 ft.; Perception +42

DEFENSE

AC 38, touch 14, flat-footed 26 (+24 natural, +12 dex, -8 size)
hp 1131 [1450] (29d12+377)
mp 278
Fort +30, Ref +30, Will +24
Absorb Water; DR 20/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, Petrify, Shaken, Silence, Sleep, Staggered, Stop, Stunned, Zombie;
SR 34; Strong Fire
Weakness Lightning

OFFENSE

Speed 60 ft., swim 90 ft.
Melee Bite +38 (4d6+25 plus 2d8 water damage), 2 claws +38 (3d8+17 plus 2d4 water damage), tail slap +36 (3d8+25 plus 2d4 water damage)
Space 30 ft.; Reach 20 ft.
Special Abilities Blue Fang
Special Attacks Aqualung, Big Wave, Breath Weapon (140-ft. line, 24d10 water damage, Reflex DC 36 half, usable every 1d4 rounds), Crush (medium creatures, DC 36, 4d6+25), Flash Rain, Tail Sweep (small creatures, DC 36, 2d6+25), Tidal Wave
Burst Mode Reflective
Spells Known (FC CL 29th, concentration +39)

  • 0th (DC 20) – Create Water, Detect Magic, Message, Read Magic, Water Orb
  • 1st (DC 21) – Blind, Engulf, Water, Water Blast, Wave Shield
  • 2nd (DC 20) – Elemental Resistance, Engulf II, Poison, Slipstream Water II
  • 3rd (DC 22) – Aqueous Orb, Bio, Blindga, Dispel, Engulf III, Slow, Tail Current, Water III, Watera, Water Breathing, Water Walk
  • 4th (DC 23) – Alter River, Control Water, Geyser, Globe of Tranquil Water, Hydraulic Torrent, Poisonga, Water IV
  • 5th (DC 24) – Biora, Blindja, Drown, Poisonja, Tidal Surge, Waterga
  • 6th (DC 25) – Greater Dispel, Flood, Slowga
  • 7th (DC 26) – Bioga, Drown II, Fluid Form, Vortex
  • 8th (DC 27) – Flood II, Seamantle
  • 9th (DC 28) – Bioja, Tsunami
STATISTICS

Str 44, Dex 34, Con 34, Int 22, Wis 28, Cha 22
Base Atk +29; CMB +46; CM 68 (72 vs. trip)
Feats Aquatic Spell, Cleave, Combat Casting, Echoing Spell, Extend Spell, Extra MP, Great Cleave, Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Spell Penetration, Toughness, Vital Strike
Skills Appraise +39, Bluff +39, Diplomacy +39, Intimidate +39, Knowledge (arcana, history) +39, Perception +42, Sense Motive +42, Spellcraft +39, Stealth +29, Survival +42, Swim +50; Racial Modifiers +8 Swim
Languages Aquan, Common, Draconic plus 4 more

SU Fast Reaction, Status Deflection

SPECIAL ABILITIES [phase i]

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 33 to reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

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

Big Wave (Su)

Once every 1d2+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 33 Reflex save halves the damage and prevents those affected from being knocked prone. Those who fail the Reflex save must also make a DC 33 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 33) 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).

During Phase II, increase area of effect to 80 ft. line that is 35 feet wide.

Blue Fang (Ex)

Once every 1d2+1 rounds, Blue Dragon can inflict the Stop status effect with his Bite during that round. If he successful hits, the target must make a Will save (DC 33) to negate it.

Fast Reaction (Ex)

Blue Dragon gains one additional standard action per round.

Flash Rain (Su)

Once every 1d2+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 33) for half damage. Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana DC 31).

During Phase II, increase radius to 90 ft.

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 30% 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.

Tidal Wave (Su)

Blue dragon can cause the sea to rise up and crush his enemies once per day as a standard action. This affects an area of coastline 120 feet in length and targets all creatures within a 40 feet of the shore – treat the targets as if struck by an avalanche. Treat all creatures as if they were in the bury zone. The save DC to halve this damage is equal to the dragon’s breath weapon DC. Those who fail their saves take full damage and are drawn 60 feet off shore and deposited 20 feet under the surface on the round after the wave hits.

SPECIAL ABILITIES [phase Ii]

Reflective (Su) [Begins Phase II]

Once below 50% health (725), 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 30% of the total damage back to that target. He also gains 30 fast healing. This limit break requires only a swift action to activate.