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Young Blue Dragon

CR 9 dragon • D&D 5e Homebrew Creature

Created by @LightReign

Young Blue Dragon

Large dragon, Lawful Evil

RARE
CHALLENGE
9
5,000 XP

Introduction

A storm with ambitions. This CR 9 predator flies at 80 feet, strikes three times per turn, and unleashes a 60-foot lightning line capable of dropping unprepared adventurers instantly.

Ability Scores

STR
21(+5)
DEX
10(+0)
CON
19(+4)
INT
14(+2)
WIS
13(+1)
CHA
17(+3)
ARMOR CLASS
18
HIT POINTS
152
16d10 + 64
SPEED
40 ft., fly 80 ft., burrow 20 ft.
INITIATIVE
14
+4

Saving Throws

STR+5
Base modifier
DEX+4
Proficient
CON+4
Base modifier
INT+2
Base modifier
WIS+5
Proficient
CHA+3
Base modifier
Skills
Stealth +4, Perception +5
Damage Immunities
Lightning
Senses
Blindsight 30 ft.; Darkvision 120 ft., passive Perception 15
Languages
Common, Draconic

Actions

Multiattack

The Young Blue Dragon makes 3 Rend attacks.

Rend

Melee Attack Roll: +9, reach 10 ft.

Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage.

Lightning Breath
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.

Creator Notes

Official D&D 5th Edition creature from the System Reference Document 5.2. Stats, abilities, and descriptions are faithful to the original SRD text.

The Lightning Breath at this CR is genuinely dangerous — DC 16 with 55 average damage on a failed save will down most mid-tier characters outright. Don't telegraph it. The dragon opens with Multiattack to establish itself as a physical threat, then the Breath lands as a nasty surprise when it recharges. The 60-foot line demands tactical planning before the encounter. Identify in advance where the dragon will position itself to maximise the line — along a canyon wall, above a road, across a bridge. If the party is bunched together when it fires, someone is likely dead.

Fly 80 means it dictates the terms of every engagement. It will never fight on the ground by choice. Parties without ranged options or flight of their own will spend most of the fight frustrated and ineffective — consider whether that's fun for your table or just punishing.

Intelligence 14 and Common language means this dragon can negotiate, threaten, and manipulate. The best encounters start with conversation — the dragon already knows who the party is, what they want, and what leverage it has. Combat should feel like a failure state, not the default.

It views its territory as an extension of its ego. Trespassers aren't just threats — they're insults. That distinction shapes how it behaves when it has the upper hand.

Perception 19 makes ambushing it nearly impossible. The party should feel watched long before they see it.

Created by @LightReign
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