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Monsters

id467
NameDragon:Black Dragon, Adult
SizeAndTypeLarge Dragon
HitDice19d12+76 (199)
Initiative+0 (Dex)
Speed60 ft., fly 150 ft.(poor), swim 60 ft.
ArmorClass27 (-1 size, +18 natural)
AttacksBite +24 melee, 2 Claws +19 melee, 2 Wings +19 melee, 1 Tail slap +19
DamageBite 2d6+6, claw 1d8+3, wing 1d6+3, tail slap 1d8+9
FaceAndReach5 ft. by 10 ft. / 10 ft.
SpecialAttacksBreath weapon, frightful presence, spells, spell-like abilities
SpecialQualitiesImmunities, damage reduction 5/+1, SR 18, water breathing, blindsight, keen senses
Saves_Fort15
Saves_Ref11
Saves_Will12
AbilitiesStr 23, Dex 10, Con 19, Int 12, Wis 13, Cha 12
SkillsBluff +13, Concentration +13, Diplomacy +13, Escape Artist +13, Knowledge (any) +12, Listen +19, Scry +12, Search +19, Spellcraft +19, Spot +19
FeatsAny 5
ClimateAndTerrainAny marsh and underground
Organizationsolitary, pair, or family (1-2 and 2-5 offspring)
ChallengeRating_Value10
TreasureDouble standard
AlignmentAlways chaotic evil
Advancement20-21 HD (Huge)
Description

Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x80 feet long, every 1d4 rounds; damage 12d4, Reflex half DC 23; 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 19 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 20) 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 3, gaining bonus spells for a high Charisma score.

Spell-Like Abilities: 3/day-darkness (radius 60 feet), 1/day-corrupt water (see below). These abilities are as the spells cast by a sorcerer of level 6 (save DC 11 + 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 20) 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 180 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 600 feet.