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Dragon:Black Dragon, Old
Size & Type (subtype):Huge DragonHit Dice:25d12+125 (287)
Initiative:   +0 (Dex)   Speed:   60 ft., fly 150 ft.(poor), swim 60 ft.  
Armor Class:   32 (-2 size, +24 natural)   Attacks:   Bite +32 melee, 2 Claws +27 melee, 2 Wings +27 melee, 1 Tail slap +27 melee; or 1 Crush +32 melee  
Damage:   Bite 2d8+9, claw 2d6+4, wing 1d8+4, tail slap 2d6+13; or crush 2d8   Face and Reach:   10 ft. by 20 ft. / 10 ft.  
Special Attacks:   Breath weapon, frightful presence, spells, spell-like abilities   Special Qualities:   Immunities, damage reduction 10/+1, SR 22, water breathing, blindsight, keen senses  
Saving Throws  Fortitude: 19  
Reflex: 14  
Will: 16  
Abilities:   Str: 29
Dex: 10
Con: 21
Int: 14
Wis: 15
Cha: 14
Skills:   Bluff +21, Concentration +21, Diplomacy +21, Escape Artist +21, Knowledge (any) +21, Listen +25, Scry +20, Search +25, Spellcraft +25, Spot +25   Feats:   Any 7  
Climate and Terrain:   Any marsh and underground   Climate:   cold,temperate,warm  
Terrain:   marsh,underground   Organization:   solitary, pair, or family (1-2 and 2-5 offspring)  
Challenge Rating:   15   Challenge Rating Value:   15  
Treasure:   Double standard   Alignment:   Always chaotic evil  
Advancement:   26-27 HD (Huge)  


Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x100 feet long, every 1d4 rounds; damage 16d4, Reflex half DC 27; effective both on the surface and underwater.

Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 25 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 24) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score.

Spell-Like Abilities: 3/day-darkness (radius 60 feet), 1/day-corrupt water (see below) and plant growth. These abilities are as the spells cast by a sorcerer of level 8 (save DC 12 + spell level).

Corrupt Water (Sp): Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC 24) or become fouled.

Immunities (Ex): All dragons are immune to sleep and paralysis effects. All black dragons are also immune to acid.

Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.

Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002