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Monsters

id470
NameDragon:Black Dragon, Very old
SizeAndTypeHuge Dragon
HitDice28d12+168 (350)
Initiative+0 (Dex)
Speed60 ft., fly 150 ft.(poor), swim 60 ft.
ArmorClass35 (-2 size, +27 natural)
AttacksBite +36 melee, 2 Claws +31 melee, 2 Wings +31 melee, 1 Tail slap +31 melee; or 1 Crush +36 melee
DamageBite 2d8+10, claw 2d6+5, wing 1d8+5, tail slap 2d6+15; or crush 2d8
FaceAndReach10 ft. by 20 ft. / 10 ft.
SpecialAttacksBreath weapon, frightful presence, spells, spell-like abilities
SpecialQualitiesImmunities, damage reduction 15/+2, SR 23, water breathing, blindsight, keen senses
Saves_Fort22
Saves_Ref16
Saves_Will19
AbilitiesStr 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16
SkillsBluff +28, Concentration +28, Diplomacy +28, Escape Artist +28, Knowledge (any) +28, Listen +28, Scry +28, Search +28, Spellcraft +28, Spot +28
FeatsAny 8
ClimateAndTerrainAny marsh and underground
Organizationsolitary, pair, or family (1-2 and 2-5 offspring)
ChallengeRating_Value17
TreasureDouble standard
AlignmentAlways chaotic evil
Advancement29-30 HD (Huge)
Description

Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x100 feet long, every 1d4 rounds; damage 18d4, Reflex half DC 30; 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 28 Hit Dice (except for other dragons) within 270 feet of the dragon must succeed at a Will save (DC 27) 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 9, 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 9 (save DC 13 + 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 27) 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 270 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 900 feet.