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Monsters

id473
NameDragon:Black Dragon, Great wyrm
SizeAndTypeGargantuan Dragon
HitDice37d12+296 (536)
Initiative+0 (Dex)
Speed60 ft., fly 200 ft.(clumsy), swim 60 ft.
ArmorClass42 (-4 size, +36 natural)
AttacksBite +46 melee, 2 Claws +41 melee, 2 Wings +41 melee, 1 Tail slap +41 melee; or 1 Crush +46 melee; or 1 Tail sweep +46 m
DamageBite 4d6+13, claw 2d8+6, wing 2d6+6, tail slap 2d8+19; or crush 4d6+19; or tail sweep 2d6+19
FaceAndReach20 ft. by 40 ft. / 15 ft.
SpecialAttacksBreath weapon, frightful presence, spells, spell-like abilities
SpecialQualitiesImmunities, damage reduction 20/+3, SR 28, water breathing, blindsight, keen senses
Saves_Fort28
Saves_Ref20
Saves_Will25
AbilitiesStr 37, Dex 10, Con 27, Int 20, Wis 21, Cha 20
SkillsBluff +50, Concentration +50, Diplomacy +49, Escape Artist +49, Knowledge (any) +49, Listen +37, Scry +49, Search +37, Spellcraft +37, Spot +37
FeatsAny 10
ClimateAndTerrainAny marsh and underground
Organizationsolitary, pair, or family (1-2 and 2-5 offspring)
ChallengeRating_Value21
TreasureDouble standard
AlignmentAlways chaotic evil
Advancement38+ HD (Gargantuan)
Description

Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x120 feet long, every 1d4 rounds; damage 24d4, Reflex half DC 36; 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 37 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 33) 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 15, gaining bonus spells for a high Charisma score.

Spell-Like Abilities: 3/day-darkness (radius 120 feet), charm reptiles (see below), and insect plague; 1/day-plant growth. These abilities are as the spells cast by a sorcerer of level 15 (save DC 15 + 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 33) or become fouled.

Charm Reptiles (Sp): The dragon can use this ability three times per day. It operates as a mass charm spell (as cast by a sorcerer of level 15) that works only on reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell.

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 360 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 1200 feet.