Free interactive D&D 5e SRD stat block

Young Blue Dragon

Large Dragon, CR 9, AC 18, 152 HP. Lawful Evil.

Large Dragon (Chromatic), Lawful Evil

AC
18
Initiative
+4 (14)
HP
152 (16d10+64)
Speed
40 ft., Burrow 20 ft., Fly 80 ft.
ScoreModSave
STR 21 +5 +5
DEX 10 +0 +4
CON 19 +4 +4
INT 14 +2 +2
WIS 13 +1 +5
CHA 17 +3 +3
Skills
Perception +9 , Stealth +4
Immunities
Lightning
Senses
Blindsight 30 ft.; Darkvision 120 ft.; Passive Perception 19
Languages
Common, Draconic
CR
9 (XP 5,000; PB +4)

Actions

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6+5) Slashing damage plus 5 (1d10) Lightning damage.

Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage.

How to run Young Blue Dragon

A young blue dragon is a desert raider with a 60-foot lightning line and a 20-ft. burrow speed. Run it as an ambusher first and a melee bruiser second. The dragon swims through sand the way a fish moves through water, surfaces underneath the party's formation, fires the breath weapon down the line of march, and dives back under before the action economy has caught up.

Open with Lightning Breath if you can hit two PCs in the line. The 60-foot line is 5 ft. wide, DC 16 Dex save, 55 lightning on a fail. That single round will likely drop the wizard or rogue and severely wound anyone who failed beside them. The dragon then either burrows away to recharge or, if the breath is still cooking, takes flight with 80 ft. of fly and Multiattacks with three Rend at +9, 12 slashing plus 5 lightning per hit. With reach 10 ft. it threatens two squares and can move freely between them while the party scatters.

Lean on the dragon's senses for ambushes. Passive Perception 19, Darkvision 120, and Blindsight 30 mean it sees the party long before they see it. The cleanest opening scene is a caravan crossing flat sand, the dragon surfaces under the lead wagon, breathes once down the line, and vanishes. The fight begins on the dragon's terms and the party spends the first three rounds trying to find it. Lightning immunity means a wizard's bolt-style spells are wasted, which is worth telegraphing in advance with a clue (a scorched circle of glass, a witness who survived).

Young blues are smart and not heroic. Once Bloodied (76 HP), the dragon flies straight up to where the party cannot reach and harasses with Rend dives only when the breath weapon recharges. If the math gets worse, it leaves and comes back the next night. Sleep watches matter for a week after.

Describe the sand bulging upward before initiative is rolled. The party should know something is under the floor, just not exactly where the line of breath will go.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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