Black Dragon, Mature adult | CR 14 |
---|---|
Always CE Huge Dragon (Water) Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +29, Spot +29 Aura frightful presence (DC 23) Languages Draconic |
|
AC 29, touch 8, flat-footed 29 hp 253 (22 HD); DR 10/magic Immune acid, sleep, paralysis SR 21 Fort +18, Ref +13, Will +15 |
|
Speed 60 ft., fly 150 ft. (poor), swim 60 ft. Melee Bite +29 (2d8+8) and 2 Claws +27 (2d6+4) and 2 Wings +26 (1d8+4) and Tail Slap +26 (2d6+12) Space 15 ft.; Reach 10 ft. (15 ft. with bite) Base Atk +22; Grp +38 Special Actions breath weapon (100 ft. line of acid 14d4, DC 26), crush 2d8+12 (DC 26), corrupt water Spell-like Abilities (CL 7): 3/day—darkness (radius 70 ft.) Typical Sorcerer Spells Known (CL 5): 0 (6/day)—arcane mark, daze, dancing lights, detect magic, ray of frost, resistance 1 (7/day)—alarm, mage armor, magic missile, protection from good 2 (5/day)—invisibility, shatter |
|
Abilities Str 27, Dex 10, Con 21, Int 14, Wis 15, Cha 14 SQ water breathing Feats Alertness, Empower Spell, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw) Skills Concentration +16, Diplomacy +13, Escape Artist +11, Hide +2, Intimidate +13, Knowledge (any 2) +27, Listen +29, Move Silently +10, Search +27, Sense Motive +13, Spot +29, Swim +18, Use Magic Device +13 Advancement 23-24 HD (Huge) |
|
Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.
Breath Weapon (Su) A black dragon has one type of breath weapon, a line of acid.
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 on a Will save (DC 23) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is 210 feet.
Crush (Ex) This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Small size or smaller (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC 26) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.
Frightful Presence (Ex) The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 210 feet are subject to the effect if they have 21 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 23) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Skills Hide, Move Silently, and Swim are considered class skills for black dragons. |