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Doppelganger 

Standard Reference Document 3.5

 Dragon Turtle

Monsters (Dr-Dw)

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Dragon, True

The known varieties of true dragons (as opposed to other creatures that have the dragon type) fall into two broad categories: chromatic and metallic. The chromatic dragons are black, blue, green, red, and white; they are all evil and extremely fierce. The metallic dragons are brass, bronze, copper, gold, and silver; they are all good, usually noble, and highly respected by the wise.

All true dragons gain more abilities and greater power as they age. (Other creatures that have the dragon type do not.) They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. The size of a particular dragon varies according to age and variety.

A dragon's metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare.

Although goals and ideals vary among varieties, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is no such thing as enough treasure. It's pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the age of great wyrm, hundreds of gems and coins may be imbedded in its hide.

All dragons speak Draconic.

Combat

A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

The table below provides space and reach statistics for dragons of various sizes, plus the natural weapons a dragon of a certain size can employ and the damage those attacks deal.

Bite: Bite attacks deal the indicated damage plus the dragon's Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.

Claw: Claw attacks deal the indicated damage plus 1/2 the dragon's Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a -5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to -2).

Wing: The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus 1/2 the dragon's Strength bonus (round down) and are treated as secondary attacks.

Tail Slap: The dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down) and is treated as a secondary attack.

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.

A crush attack deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down).

Tail Sweep (Ex): This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).

Grappling: Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.

Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon's age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier.

Breath weapons come in two basic shapes, line and cone, whose areas vary with the dragon's size.

Dragon Breath Weapons

Dragon Size

Line* (Length)

Cone** (Length)

Tiny

30 ft.

15 ft.

Small

40 ft.

20 ft.

Medium

60 ft.

30 ft.

Large

80 ft.

40 ft.

Huge

100 ft.

50 ft.

Gargantuan

120 ft.

60 ft.

Colossal

140 ft.

70 ft.

*A line is always 5 feet high and 5 feet wide.

**A cone is as high and wide as its length.

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.

Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domain lists as arcane spells.

Spell-Like Abilities: A dragon's spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragon's Cha modifier + spell level. All spell-like abilities are usable once per day unless otherwise noted.

Damage Reduction: Young adult and older dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as indicated in the variety descriptions.

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.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills: All dragons have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)

Feats: All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic feat that is available and useful to sorcerers.

Dragon Age Categories

Category

Age (Years)

1 Wyrmling

0-5

2 Very young

6-15

3 Young

16-25

4 Juvenile

26-50

5 Young adult

51-100

6 Adult

101-200

7 Mature adult

201-400

8 Old

401-600

9 Very old

601-800

10 Ancient

801-1,000

11 Wyrm

1,001-1,200

12 Great wyrm

1,201 or more

Dragon Space/Reach, Attacks, and Damage

Size

Space/Reach*

1 Bite

2 Claws

2 Wings

1 Tail Slap

1Crush

1 Tail Sweep

Tiny

2-1/2 ft./0 ft. (5 ft. with bite)

1d4

1d3

-

-

-

-

Small

5 ft./5 ft.

1d6

1d4

-

-

-

-

Medium

5 ft./5 ft.

1d8

1d6

1d4

-

-

-

Large

10 ft./5 ft. (10 ft. with bite)

2d6

1d8

1d6

1d8

-

-

Huge

15 ft./10 ft. (15 ft. with bite)

2d8

2d6

1d8

2d6

2d8

-

Gargantuan

20 ft./15 ft. (20 ft. with bite)

4d6

2d8

2d6

2d8

4d6

2d6

Colossal

30 ft./20 ft. (30 ft. with bite)

4d8

4d6

2d8

4d6

4d8

2d8

*A dragon's bite attack has reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon's size.

Dragon Overland Movement

Chromatic and metallic dragons are exceedingly strong flyers and can cover vast distances quickly. A dragon's overland flying speed is a function of its tactical fly speed, as shown on the table below.

Dragon Overland Flying Speeds

----- Dragon's Fly Speed -----

100 feet

150 feet

200 feet

250 feet

One Hour

Normal

15 miles

20 miles

30 miles

40 miles

Hustle

24 miles

40 miles

60 miles

80 miles

One Day

Normal

120 miles

160 miles

240 miles

320 miles

Dragons do not tire as quickly as other creatures when moving overland on the ground. If a dragon attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour.

Dragon Combined Combat Statistics
Size Space/Reach 1 Bite 2 Claws 2 Wings 1 Tail Slap 1 Crush 1 Tail Sweep Line Cone
Tiny 2-1/2 ft./0 ft. (5 ft. with bite) 1d4 1d3 - - - - 30 ft. 15 ft.
Small 5 ft./5 ft. 1d6 1d4 - - - - 40 ft. 20 ft.
Medium 5 ft./5 ft. 1d8 1d6 1d4 - - - 60 ft. 30 ft.
Large 10 ft./5 ft. (10 ft. with bite) 2d6 1d8 1d6 1d8 - - 80 ft. 40 ft.
Huge 15 ft./10 ft. (15 ft. with bite) 2d8 2d6 1d8 2d6 2d8 2d4* 100 ft. 50 ft.
Gargantuan 20 ft./15 ft. (20 ft. with bite) 4d6 2d8 2d6 2d8 4d6 2d6 120 ft. 60 ft.
Colossal 30 ft./20 ft. (30 ft. with bite) 4d8 4d6 2d8 4d6 4d8 2d8 140 ft. 70 ft.
Colossal+ 30 ft./20 ft. (30 ft. with bite) 8d6 4d8 4d6 4d8 8d6 4d6 160 ft. 80 ft.
*Applies to Epic dragons only

Dragonhide

Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality.

Chromatic Dragons

Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.

Black Dragon

Black Dragon, WyrmlingBlack Dragon, Very youngBlack Dragon, Young
Tiny Dragon (Water)Small Dragon (Water)Medium Dragon (Water)

Hit Dice:

4d12+4 (30 hp)

7d12+7 (52 hp)

10d12+20 (85 hp)

Initiative:

+0

+4

+4

Speed:

60 ft., fly 100 ft. (average), swim 60 ft.

60 ft., fly 100 ft. (average), swim 60 ft.

60 ft., fly 150 ft. (poor), swim 60 ft.

Armor Class:

15 (+2 size, +3 natural), touch 12, flat-footed 15

17 (+1 size, +6 natural), touch 11, flat-footed 17

19 (+9 natural), touch 10, flat-footed 19

Base Attack/Grapple:

+4/-4

+7/+4

+10/+12

Attack:

Bite +6 (1d4) melee

Bite +9 (1d6+1) melee

Bite +13 (1d8+2) melee

Full Attack:

Bite +6 (1d4) melee, 2 Claws +6 (1d3) melee

Bite +9 (1d6+1) melee, 2 Claws +9 (1d4) melee

Bite +13 (1d8+2) melee, 2 Claws +12 (1d6+1) melee, 2 Wings +12 (1d4+1) melee

Space/Reach:

2-1/2 ft./0 ft. (5 ft. with bite)

5 ft./5 ft.

5 ft./5 ft.

Special Attacks:

Breath weapon (30 ft. line of acid 2d4, DC 13)

Breath weapon (40 ft. line of acid 4d4, DC 14)

Breath weapon (60 ft. line of acid 6d4, DC 17)

Special Qualities:

Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing

Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing

Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing

Saves:

Fort +5, Ref +4, Will +4

Fort +6, Ref +5, Will +5

Fort +9, Ref +7, Will +7

Abilities:

Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8

Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8

Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Skills:

Concentration +3, Diplomacy +0, Escape Artist +1, Hide +9, Intimidate +1, Knowledge (any 1) +2, Listen +9, Move Silently +1, Search +6, Sense Motive +1, Spot +9, Swim +1, Use Magic Device +0

Concentration +3, Diplomacy +1, Escape Artist +2, Hide +6, Intimidate +1, Knowledge (any 1) +3, Listen +12, Move Silently +1, Search +9, Sense Motive +2, Spot +12, Swim +2, Use Magic Device +1

Concentration +6, Diplomacy +3, Escape Artist +3, Hide +3, Intimidate +4, Knowledge (any 1) +10, Listen +15, Move Silently +3, Search +13, Sense Motive +3, Spot +15, Swim +5, Use Magic Device +3

Feats:

Alertness, Hover

Alertness, Hover, Improved Initiative

Alertness, Hover, Improved Initiative, Weapon Focus (bite)

Environment:

Warm marshes

Warm marshes

Warm marshes

Organization:

Solitary or clutch (2-5)

Solitary or clutch (2-5)

Solitary or clutch (2-5)

Challenge Rating:

3

4

5

Treasure:

Triple standard

Triple standard

Triple standard

Alignment:

Always chaotic evil

Always chaotic evil

Always chaotic evil

Advancement:

5-6 HD (Tiny)

8-9 HD (Small)

11-12 HD (Medium)

Level Adjustment:

+3

+3

+3

Black Dragon, JuvenileBlack Dragon, Young adultBlack Dragon, Adult
Medium Dragon (Water)Large Dragon (Water)Large Dragon (Water)

Hit Dice:

13d12+26 (110 hp)

16d12+48 (152 hp)

19d12+76 (199 hp)

Initiative:

+4

+4

+4

Speed:

60 ft., fly 150 ft. (poor), swim 60 ft.

60 ft., fly 150 ft. (poor), swim 60 ft.

60 ft., fly 150 ft. (poor), swim 60 ft.

Armor Class:

22 (+12 natural), touch 10, flat-footed 22

24 (-1 size, +15 natural), touch 9, flat-footed 24

27 (-1 size, +18 natural), touch 9, flat-footed 27

Base Attack/Grapple:

+13/+16

+16/+24

+19/+29

Attack:

Bite +17 (1d8+3) melee

Bite +20 (2d6+4) melee

Bite +25 (2d6+6) melee

Full Attack:

Bite +17 (1d8+3) melee, 2 Claws +17 (1d6+1) melee, 2 Wings +16 (1d4+1) melee

Bite +20 (2d6+4) melee, 2 Claws +20 (1d8+2) melee, 2 Wings +19 (1d6+2) melee, Tail Slap +19 (1d8+6) melee

Bite +25 (2d6+6) melee, 2 Claws +25 (1d8+3) melee, 2 Wings +24 (1d6+3) melee, Tail Slap +24 (1d8+9) melee

Space/Reach:

5 ft./5 ft.

10 ft./5 ft. (10 ft. with bite)

10 ft./5 ft. (10 ft. with bite)

Special Attacks:

Breath weapon (60 ft. line of acid 8d4, DC 18)

Breath weapon (80 ft. line of acid 10d4, DC 21), frightful presence (DC 19)

Breath weapon (80 ft. line of acid 12d4, DC 23), frightful presence (DC 20)

Special Qualities:

Blindsense 60 ft., darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing

Blindsense 60 ft., damage reduction 5/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 17, spells (caster level 1st), water breathing

Blindsense 60 ft., corrupt water, damage reduction 5/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 18, spells (caster level 3rd), water breathing

Saves:

Fort +10, Ref +8, Will +8

Fort +13, Ref +10, Will +11

Fort +15, Ref +11, Will +12

Abilities:

Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Str 19, Dex 10, Con 17, Int 12, Wis 13, Cha 12

Str 23, Dex 10, Con 19, Int 12, Wis 13, Cha 12

Skills:

Concentration +6, Diplomacy +4, Escape Artist +4, Hide +4, Intimidate +4, Knowledge (any 1) +12, Listen +18, Move Silently +4, Search +16, Sense Motive +4, Spot +18, Swim +7, Use Magic Device +4

Concentration +10, Diplomacy +7, Escape Artist +6, Hide +2, Intimidate +8, Knowledge (any 1) +20, Listen +22, Move Silently +6, Search +20, Sense Motive +8, Spot +22, Swim +10, Use Magic Device +7

Concentration +12, Diplomacy +8, Escape Artist +7, Hide +3, Intimidate +9, Knowledge (any 1) +23, Listen +25, Move Silently +7, Search +23, Sense Motive +9, Spot +25, Swim +13, Use Magic Device +8

Feats:

Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Alertness, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Alertness, Empower Spell, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Environment:

Warm marshes

Warm marshes

Warm marshes

Organization:

Solitary or clutch (2-5)

Solitary or clutch (2-5)

Solitary, pair, or family (1-2 and 2-5 offspring)

Challenge Rating:

7

9

11

Treasure:

Triple standard

Triple standard

Triple standard

Alignment:

Always chaotic evil

Always chaotic evil

Always chaotic evil

Advancement:

14-15 HD (Medium)

17-18 HD (Large)

20-21 HD (Large)

Level Adjustment:

+4

-

-

Black Dragon, Mature adultBlack Dragon, OldBlack Dragon, Very old
Huge Dragon (Water)Huge Dragon (Water)Huge Dragon (Water)

Hit Dice:

22d12+110 (253 hp)

25d12+125 (287 hp)

28d12+168 (350 hp)

Initiative:

+4

+4

+4

Speed:

60 ft., fly 150 ft. (poor), swim 60 ft.

60 ft., fly 150 ft. (poor), swim 60 ft.

60 ft., fly 150 ft. (poor), swim 60 ft.

Armor Class:

29 (-2 size, +21 natural), touch 8, flat-footed 29

32 (-2 size, +24 natural), touch 8, flat-footed 32

35 (-2 size, +27 natural), touch 8, flat-footed 35

Base Attack/Grapple:

+22/+38

+25/+42

+28/+46

Attack:

Bite +29 (2d8+8) melee

Bite +33 (2d8+9) melee

Bite +37 (2d8+10) melee

Full Attack:

Bite +29 (2d8+8) melee, 2 Claws +29 (2d6+4) melee, 2 Wings +28 (1d8+4) melee, Tail Slap +28 (2d6+12) melee

Bite +33 (2d8+9) melee, 2 Claws +33 (2d6+4) melee, 2 Wings +32 (1d8+4) melee, Tail Slap +32 (2d6+13) melee

Bite +37 (2d8+10) melee, 2 Claws +37 (2d6+5) melee, 2 Wings +36 (1d8+5) melee, Tail Slap +36 (2d6+15) melee

Space/Reach:

15 ft./10 ft. (15 ft. with bite)

15 ft./10 ft. (15 ft. with bite)

15 ft./10 ft. (15 ft. with bite)

Special Attacks:

Breath weapon (100 ft. line of acid 14d4, DC 26), crush 2d8+12 (DC 26), frightful presence (DC 23)

Breath weapon (100 ft. line of acid 16d4, DC 27), crush 2d8+13 (DC 27), frightful presence (DC 24)

Breath weapon (100 ft. line of acid 18d4, DC 30), crush 2d8+15 (DC 30), frightful presence (DC 27)

Special Qualities:

Blindsense 60 ft., corrupt water, damage reduction 10/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 21, spells (caster level 5th), water breathing

Blindsense 60 ft., corrupt water, damage reduction 10/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, plant growth, spell resistance 22, spells (caster level 7th), water breathing

Blindsense 60 ft., corrupt water, damage reduction 15/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, plant growth, spell resistance 23, spells (caster level 9th), water breathing

Saves:

Fort +18, Ref +13, Will +15

Fort +19, Ref +14, Will +16

Fort +22, Ref +16, Will +19

Abilities:

Str 27, Dex 10, Con 21, Int 14, Wis 15, Cha 14

Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14

Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16

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

Concentration +17, Diplomacy +14, Escape Artist +12, Hide +4, Intimidate +14, Knowledge (any 2) +30, Listen +32, Move Silently +12, Search +30, Sense Motive +14, Spot +32, Swim +21, Use Magic Device +14

Concentration +22, Diplomacy +19, Escape Artist +16, Hide +8, Intimidate +19, Knowledge (any 2) +34, Listen +36, Move Silently +16, Search +34, Sense Motive +19, Spot +36, Swim +26, Use Magic Device +19

Feats:

Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

Environment:

Warm marshes

Warm marshes

Warm marshes

Organization:

Solitary, pair, or family (1-2 and 2-5 offspring)

Solitary, pair, or family (1-2 and 2-5 offspring)

Solitary, pair, or family (1-2 and 2-5 offspring)

Challenge Rating:

14

16

18

Treasure:

Triple standard

Triple standard

Triple standard

Alignment:

Always chaotic evil

Always chaotic evil

Always chaotic evil

Advancement:

23-24 HD (Huge)

26-27 HD (Huge)

29-30 HD (Huge)

Level Adjustment:

-

-

-

Black Dragon, AncientBlack Dragon, WyrmBlack Dragon, Great wyrm
Huge Dragon (Water)Gargantuan Dragon (Water)Gargantuan Dragon (Water)

Hit Dice:

31d12+186 (387 hp)

34d12+238 (459 hp)

37d12+296 (536 hp)

Initiative:

+4

+4

+4

Speed:

60 ft., fly 150 ft. (poor), swim 60 ft.

60 ft., fly 200 ft. (clumsy), swim 60 ft.

60 ft., fly 200 ft. (clumsy), swim 60 ft.

Armor Class:

38 (-2 size, +30 natural), touch 8, flat-footed 38

39 (-4 size, +33 natural), touch 6, flat-footed 39

42 (-4 size, +36 natural), touch 6, flat-footed 42

Base Attack/Grapple:

+31/+50

+34/+58

+37/+62

Attack:

Bite +41 (2d8+11) melee

Bite +43 (4d6+12) melee

Bite +47 (4d6+13) melee

Full Attack:

Bite +41 (2d8+11) melee, 2 Claws +41 (2d6+5) melee, 2 Wings +40 (1d8+5) melee, Tail Slap +40 (2d6+16) melee

Bite +43 (4d6+12) melee, 2 Claws +43 (2d8+6) melee, 2 Wings +42 (2d6+6) melee, Tail Slap +42 (2d8+18) melee

Bite +47 (4d6+13) melee, 2 Claws +47 (2d8+6) melee, 2 Wings +46 (2d6+6) melee, Tail Slap +46 (2d8+19) melee

Space/Reach:

15 ft./10 ft. (15 ft. with bite)

20 ft./15 ft. (20 ft. with bite)

20 ft./15 ft. (20 ft. with bite)

Special Attacks:

Breath weapon (100 ft. line of acid 20d4, DC 31), crush 2d8+16 (DC 31), frightful presence (DC 28)

Breath weapon (120 ft. line of acid 22d4, DC 34), crush 4d6+18 (DC 34), frightful presence (DC 31), tail sweep 2d6+18 (DC 34)

Breath weapon (120 ft. line of acid 24d4, DC 36), crush 4d6+19 (DC 36), frightful presence (DC 33), tail sweep 2d6+19 (DC 36)

Special Qualities:

Blindsense 60 ft., corrupt water, damage reduction 15/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, insect plague, keen senses, plant growth, spell resistance 25, spells (caster level 11th), water breathing

Blindsense 60 ft., corrupt water, damage reduction 20/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, insect plague, keen senses, plant growth, spell resistance 26, spells (caster level 13th), water breathing

Blindsense 60 ft., charm reptiles, corrupt water, damage reduction 20/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, insect plague, keen senses, plant growth, spell resistance 28, spells (caster level 15th), water breathing

Saves:

Fort +23, Ref +17, Will +20

Fort +26, Ref +19, Will +23

Fort +28, Ref +20, Will +25

Abilities:

Str 33, Dex 10, Con 23, Int 16, Wis 17, Cha 16

Str 35, Dex 10, Con 25, Int 18, Wis 19, Cha 18

Str 37, Dex 10, Con 27, Int 20, Wis 21, Cha 20

Skills:

Concentration +24, Diplomacy +21, Escape Artist +18, Hide +9, Intimidate +21, Knowledge (any 2) +37, Listen +39, Move Silently +17, Search +37, Sense Motive +21, Spot +39, Swim +28, Use Magic Device +20

Concentration +30, Diplomacy +27, Escape Artist +22, Hide +10, Intimidate +27, Knowledge (any 2) +41, Listen +43, Move Silently +22, Search +41, Sense Motive +27, Spot +43, Swim +34, Use Magic Device +26

Concentration +36, Diplomacy +33, Escape Artist +28, Hide +16, Intimidate +33, Knowledge (any 2) +45, Listen +47, Move Silently +28, Search +45, Sense Motive +33, Spot +47, Swim +41, Use Magic Device +33

Feats:

Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Alertness, Blind-Fight, Cleave, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover

Environment:

Warm marshes

Warm marshes

Warm marshes

Organization:

Solitary, pair, or family (1-2 and 2-5 offspring)

Solitary, pair, or family (1-2 and 2-5 offspring)

Solitary, pair, or family (1-2 and 2-5 offspring)

Challenge Rating:

19

20

22

Treasure:

Triple standard

Triple standard

Triple standard

Alignment:

Always chaotic evil

Always chaotic evil

Always chaotic evil

Advancement:

32-33 HD (Huge)

35-36 HD (Gargantuan)

38+ HD (Gargantuan)

Level Adjustment:

-

-

-

Dragon (Water)

Environment: Warm marshes

Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)

Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22

Treasure: Triple standard

Alignment: Always chaotic evil

Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD

Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others -

Black Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/ Grapple Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC

Wyrmling

T

4d12+4 (30)

11

10

13

8

11

8

+4/-4

+6

+5

+4

+4

2d4 (13)

-

Very young

S

7d12+7 (52)

13

10

13

8

11

8

+7/+4

+9

+6

+5

+5

4d4 (14)

-

Young

M

10d12+20 (85)

15

10

15

10

11

10

+10/+12

+12

+9

+7

+7

6d4 (17)

-

Juvenile

M

13d12+26 (110)

17

10

15

10

11

10

+13/+16

+16

+10

+8

+8

8d4 (18)

-

Young adult

L

16d12+48 (152)

19

10

17

12

13

12

+16/+24

+19

+13

+10

+11

10d4 (21)

19

Adult

L

19d12+76 (199)

23

10

19

12

13

12

+19/+29

+24

+15

+11

+12

12d4 (23)

20

Mature adult

H

22d12+110 (253)

27

10

21

14

15

14

+22/+38

+28

+18

+13

+15

14d4 (26)

23

Old

H

25d12+125 (287)

29

10

21

14

15

14

+25/+42

+32

+19

+14

+16

16d4 (27)

24

Very old

H

28d12+168 (350)

31

10

23

16

17

16

+28/+46

+36

+22

+16

+19

18d4 (30)

27

Ancient

H

31d12+186 (387)

33

10

23

16

17

16

+31/+50

+40

+23

+17

+20

20d4 (31)

28

Wyrm

G

34d12+238 (459)

35

10

25

18

19

18

+34/+58

+42

+26

+19

+23

22d4 (34)

31

Great wyrm

G

37d12+296 (536)

37

10

27

20

21

20

+37/+62

+46

+28

+20

+25

24d4 (36)

33

Black Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR

Wyrmling

60 ft., fly 100 ft. (average), swim 60 ft.

+0

15 (+2 size, +3 natural), touch 12, flat-footed 15

Immunity to acid, water breathing

-

-

Very young

60 ft., fly 100 ft. (average), swim 60 ft.

+0

17 (+1 size, +6 natural), touch 11, flat-footed 17

-

-

Young

60 ft., fly 150 ft. (poor), swim 60 ft.

+0

19 (+9 natural), touch 10, flat-footed 19

-

-

Juvenile

60 ft., fly 150 ft. (poor), swim 60 ft.

+0

22 (+12 natural), touch 10, flat-footed 22

Darkness

-

-

Young adult

60 ft., fly 150 ft. (poor), swim 60 ft.

+0

24 (-1 size, +15 natural), touch 9, flat-footed 24

Damage reduction 5/magic

1st

17

Adult

60 ft., fly 150 ft. (poor), swim 60 ft.

+0

27 (-1 size, +18 natural), touch 9, flat-footed 27

Corrupt water

3rd

18

Mature adult

60 ft., fly 150 ft. (poor), swim 60 ft.

+0

29 (-2 size, +21 natural), touch 8, flat-footed 29

Damage reduction 10/magic

5th

21

Old

60 ft., fly 150 ft. (poor), swim 60 ft.

+0

32 (-2 size, +24 natural), touch 8, flat-footed 32

Plant growth

7th

22

Very old

60 ft., fly 150 ft. (poor), swim 60 ft.

+0

35 (-2 size, +27 natural), touch 8, flat-footed 35

Damage reduction 15/magic

9th

23

Ancient

60 ft., fly 150 ft. (poor), swim 60 ft.

+0

38 (-2 size, +30 natural), touch 8, flat-footed 38

Insect plague

11th

25

Wyrm

60 ft., fly 200 ft. (clumsy), swim 60 ft.

+0

39 (-4 size, +33 natural), touch 6, flat-footed 39

Damage reduction 20/magic

13th

26

Great wyrm

60 ft., fly 200 ft. (clumsy), swim 60 ft.

+0

42 (-4 size, +36 natural), touch 6, flat-footed 42

Charm reptiles

15th

28

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Combat

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.

Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Corrupt Water (Sp): Once per day an adult or older black 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 equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.

Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.

Other Spell-Like Abilities: 3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older).

Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.

Blue Dragon

Blue Dragon, WyrmlingBlue Dragon, Very youngBlue Dragon, Young
Small Dragon (Earth)Medium Dragon (Earth)Medium Dragon (Earth)

Hit Dice:

6d12+6 (45 hp)

9d12+18 (76 hp)

12d12+24 (102 hp)

Initiative:

+4

+4

+4

Speed:

40 ft., burrow 20 ft., fly 100 ft. (average)

40 ft., burrow 20 ft., fly 150 ft. (poor)

40 ft., burrow 20 ft., fly 150 ft. (poor)

Armor Class:

16 (+1 size, +5 natural), touch 11, flat-footed 16

18 (+8 natural), touch 10, flat-footed 18

21 (+11 natural), touch 10, flat-footed 21

Base Attack/Grapple:

+6/+3

+9/+11

+12/+15

Attack:

Bite +8 (1d6+1) melee

Bite +12 (1d8+2) melee

Bite +16 (1d8+3) melee

Full Attack:

Bite +8 (1d6+1) melee, 2 Claws +8 (1d4) melee

Bite +12 (1d8+2) melee, 2 Claws +11 (1d6+1) melee, 2 Wings +11 (1d4+1) melee

Bite +16 (1d8+3) melee, 2 Claws +16 (1d6+1) melee, 2 Wings +15 (1d4+1) melee

Space/Reach:

5 ft./5 ft.

5 ft./5 ft.

5 ft./5 ft.

Special Attacks:

Breath weapon (40 ft. line of lightning 2d8, DC 14)

Breath weapon (60 ft. line of lightning 4d8, DC 16)

Breath weapon (60 ft. line of lightning 6d8, DC 18)

Special Qualities:

Blindsense 60 ft., create/destroy water, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses

Blindsense 60 ft., create/destroy water, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses

Blindsense 60 ft., create/destroy water, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses

Saves:

Fort +6, Ref +5, Will +5

Fort +8, Ref +6, Will +6

Fort +10, Ref +8, Will +9

Abilities:

Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 10

Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Str 17, Dex 10, Con 15, Int 12, Wis 13, Cha 12

Skills:

Bluff +2, Concentration +4, Diplomacy +2, Escape Artist +2, Hide +6, Intimidate +3, Knowledge (any 1) +7, Listen +11, Search +9, Sense Motive +2, Spellcraft +2, Spot +11, Use Magic Device +2

Bluff +3, Concentration +5, Diplomacy +3, Escape Artist +3, Hide +3, Intimidate +3, Knowledge (any 1) +9, Listen +14, Search +12, Sense Motive +3, Spellcraft +3, Spot +14, Use Magic Device +3

Bluff +6, Concentration +7, Diplomacy +6, Escape Artist +5, Hide +5, Intimidate +6, Knowledge (any 1) +16, Listen +18, Search +16, Sense Motive +6, Spellcraft +6, Spot +18, Use Magic Device +6

Feats:

Alertness, Hover, Improved Initiative

Alertness, Hover, Improved Initiative, Weapon Focus (bite)

Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Environment:

Temperate deserts

Temperate deserts

Temperate deserts

Organization:

Solitary or clutch (2-5)

Solitary or clutch (2-5)

Solitary or clutch (2-5)

Challenge Rating:

3

4

6

Treasure:

Triple standard

Triple standard

Triple standard

Alignment:

Always lawful evil

Always lawful evil

Always lawful evil

Advancement:

7-8 HD (Small)

10-11 HD (Medium)

13-14 HD (Medium)

Level Adjustment:

+4

+4

+5

Blue Dragon, JuvenileBlue Dragon, Young adultBlue Dragon, Adult
Large Dragon (Earth)Large Dragon (Earth)Huge Dragon (Earth)

Hit Dice:

15d12+45 (142 hp)

18d12+72 (189 hp)

21d12+105 (241 hp)

Initiative:

+4

+4

+4

Speed:

40 ft., burrow 20 ft., fly 150 ft. (poor)

40 ft., burrow 20 ft., fly 150 ft. (poor)

40 ft., burrow 20 ft., fly 150 ft. (poor)

Armor Class:

23 (-1 size, +14 natural), touch 9, flat-footed 23

26 (-1 size, +17 natural), touch 9, flat-footed 26

28 (-2 size, +20 natural), touch 8, flat-footed 28

Base Attack/Grapple:

+15/+23

+18/+28

+21/+37

Attack:

Bite +19 (2d6+4) melee

Bite +24 (2d6+6) melee

Bite +28 (2d8+8) melee

Full Attack:

Bite +19 (2d6+4) melee, 2 Claws +19 (1d8+2) melee, 2 Wings +18 (1d6+2) melee, Tail Slap +18 (1d8+6) melee

Bite +24 (2d6+6) melee, 2 Claws +24 (1d8+3) melee, 2 Wings +23 (1d6+3) melee, Tail Slap +23 (1d8+9) melee

Bite +28 (2d8+8) melee, 2 Claws +28 (2d6+4) melee, 2 Wings +27 (1d8+4) melee, Tail Slap +27 (2d6+12) melee

Space/Reach:

10 ft./5 ft. (10 ft. with bite)

10 ft./5 ft. (10 ft. with bite)

15 ft./10 ft. (15 ft. with bite)

Special Attacks:

Breath weapon (80 ft. line of lightning 8d8, DC 20)

Breath weapon (80 ft. line of lightning 10d8, DC 23), frightful presence (DC 21)

Breath weapon (100 ft. line of lightning 12d8, DC 25), crush 2d8+12 (DC 25), frightful presence (DC 23)

Special Qualities:

Blindsense 60 ft., create/destroy water, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, sound imitation, spells (caster level 1st)

Blindsense 60 ft., create/destroy water, damage reduction 5/magic, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, sound imitation, spell resistance 19, spells (caster level 3rd)

Blindsense 60 ft., create/destroy water, damage reduction 5/magic, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, sound imitation, spell resistance 21, spells (caster level 5th), ventriloquism

Saves:

Fort +12, Ref +9, Will +11

Fort +15, Ref +11, Will +13

Fort +17, Ref +12, Will +15

Abilities:

Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14

Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14

Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16

Skills: