Gold Dragon, Mature adult | CR 19 |
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Always LG Huge Dragon (Fire) Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +36, Spot +36 Aura frightful presence (DC 28) Languages Draconic |
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AC 33, touch 8, flat-footed 33 hp 325 (26 HD); DR 10/magic Immune fire, sleep, paralysis SR 25 Fort +21, Ref +15, Will +20 Weakness vulnerability to cold |
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Speed 60 ft., fly 200 ft. (poor), swim 60 ft. Melee Bite +37 (2d8+12) and 2 Claws +35 (2d6+6) and 2 Wings +34 (1d8+6) and Tail Slap +34 (2d6+18) Space 15 ft.; Reach 10 ft. (15 ft. with bite) Base Atk +26; Grp +46 Special Actions breath weapon (50 ft. cone of weakening gas or 50 ft. cone of fire 14d10, DC 29), crush 2d8+18 (DC 29), alternate form, luck bonus Spell-like Abilities (CL 9): 3/day—bless The save DCs are Charisma-based Typical Sorcerer Spells Known (CL 9): ()— |
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Abilities Str 35, Dex 10, Con 23, Int 20, Wis 21, Cha 20 SQ water breathing Feats Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw) Skills Concentration +27, Diplomacy +25, Disguise +25, Escape Artist +20, Heal +25, Intimidate +26, Knowledge (any 2) +34, Listen +36, Search +34, Sense Motive +25, Spot +36, Swim +32, Use Magic Device +25 Advancement 27-28 HD (Huge) |
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Alternate Form (Su) A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
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 gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.
Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (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 equal to that of the dragon's breath weapon) 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.
Detect Gems (Sp) An old or older gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2ndlevel spell.
Frightful Presence (Ex) A young adult or older 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 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) 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.
Luck Bonus (Sp) Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon's hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck . If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
Water Breathing (Ex) A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Skills Disguise, Heal, and Swim are considered class skills for gold dragons. |