Post by Maelthras on Feb 1, 2017 23:04:59 GMT -8
Yellow Dragon
Environment: Temperate aquatic and coastal or Desert
Frequency: Very rare
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 2; very young 3; young 4;juvenile 6; young adult 7; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21
Activity Cycle: Any
Diet: Omnivore
Intelligence: Very (11-12)
Treasure: Triple standard
Alignment: Chaotic evil
Advancement: See table
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +4; others —
No. Appearing: 1 (1-4)
Armor Class: 0 (base)
Movement: 12, Fl 30 (C)
Hit Dice: 13 (base)
THAC0: 7 (base)
No. of Attacks: 3+special
Damage/Attack: 1-8/1-8/2-16
Special Attacks: See below
Special Defenses: Variable
Magic Resistance: See below
Size: G (36' base)
Morale: Champion (15-16)
XP Value: Variable
Although the existence of yellow dragons has long been predicted by sages (based on theories of primary colors), the first specimen was spotted only five or so years ago. The creatures are solitary and secretive, preferring to lay in wait for prey to stumble into carefully-prepared traps instead of hunting actively.
This dragon's long, serpentine body is covered with yellow scales flecked with white. Despite its lack of wings, it moves through the air with speed and agility that belies its great size. Its narrow head has two beady, glittering emerald eyes, while a forked tongue projects from its fanged jaws. A small green frill runs from between its eyes to the end of its tail. The vicious, temperamental yellow dragon is perhaps the strangest of the three lost dragons. While its appearance has more in common with a great serpent than a traditional dragon, its status as a true dragon is without doubt. Unlike other dragons, the yellow dragon relies on speed and supreme agility to defeat its foes. While by far the physically weakest of the dragons, it is the fastest flier and the most agile of them all. Other dragons could easily tear it to pieces, if they could get their claws and fangs on its lithe, fast body. In truth, few dragons or mortal warriors have the skill and patience needed to land a telling blow against these beasts.
Yellow dragons inhabit lakes, coastal areas, and swamps. They prefer to keep their lairs beneath the waves or in caves hidden beneath the shifting dunes. Their ability to fly, swim, and burrow allows them to evade most pursuers and attack their foes from a variety of hiding places. In some cases, yellow dragons that lair near sahuagin settlements strike an alliance with the sea devils. In a few cases, yellow dragons conquer such potential allies and force them into service
At birth, yellows have soft, tan scales. As they grow older, the scales harden and become lighter in color, eventually reaching the grayish yellow of desert sands. Their scales always have a dusty texture to them, giving them a finish that does not reflect light well. Even their teeth and claws have a similar finish. No part of the yellow dragon will glint in the sunlight, thereby giving away its position.
Yellow dragons speak their own tongue, which is quite different than that spoken by other evil dragons. Yellows have no interest in speaking with other races, and so they learn no other languages.
Combat: Although preferring guile to combat and ambush to attack, yellows are fierce and cunning fighters. Even if forced into a situation where direct combat is inevitable, they'll still use their spells and innate abilities so as to mislead, misdirect, and distract their opponents.
A favorite hunting tactic for a yellow is to dig a steep-walled, cone-shaped depression in the sand, and then bury itself at the bottom of this crater with just its eyes and nostrils showing. When a creature stumbles into the depression, the dragon moves its wings in the sand, causing the steep walls of the cone to collapse and drawing the prey straight to the dragon's mouth. A yellow dragon casts spells and uses magical abilities at 8th level, plus its combat modifier.
Yellow dragons rely on their speed and agility to defeat their enemies. They make full use of feats such as Flyby Attack to strike their enemies while avoiding any potential counterattack. Yellow dragons tend to flee into the waves or beneath the ground if faced with superior foes. If possible, a yellow dragon swoops past its enemies and blasts them repeatedly with its breath weapon. After slowly crippling and immobilizing its foes, it lays into them with its claws and fangs at its leisure. Because they lack wings, yellow dragons cannot make wing buffet attacks.
Breath Weapon (Su): A yellow dragon's breath weapon is a high-velocity blast of scorching air mixed with sand. This affects an area 50 feet long, 40 feet wide, and 20 feet high. Creatures caught within this blast must roll successful saving throws vs. breath weapon for half damage. Regardless of the outcome of this roll, they must make another saving throw vs. breath weapon. Failure means that the abrasive sand in the breath blast has damaged their eyes, blinding them for 1d4+1 rounds.
The yellow dragon's breath weapon is a cone of salt that binds to creatures caught in the area of effect. A Reflex save allows a creature to avoid becoming covered in salt. Creatures caught in the breath weapon and encrusted in the yellow dragon's salt blast suffer effects based on the number of saves they have failed against the effect. Each time a character is struck by the breath weapon, he faces increasingly crippling effects in addition to the damage. A creature takes a -2 penalty on attacks, AC, Reflex saves, and Strength-, Dexterity-, and Constitution-based skill checks per failed save against the breath weapon. A creature takes a -10 penalty on speed per failed save. A creature reduced to speed 0 cannot move. Flying creatures crash to the ground. The effects of the yellow dragon's breath weapon fade after 10 minutes. All of the effects disappear at once as the salt crumbles away. In addition, a gallon of water (or water-based liquid) can wash away the salt. Multiple attacks require an equal number of gallons of water.
Yellow dragons are immune to fire and heat and can cast silence, 10' radius at will. As they age, they gain the following additional powers:
Age Abilities
Young create or destroy water three times per day
Juvenile dust devil three times per day
Adult improved invisibility twice per day
Old wind wall three times per day
Wyrm enervation three times per day
Air Mastery (Ex): So long as the yellow dragon remains airborne, it gains a +2 bonus on attacks. While soaring through the sky, it draws on the strength of one of its native elements.
Flight (Su): A yellow dragon is capable of flight due to its strong link to elemental air. It maneuvers without wings, and if forced to land due to the loss of this ability it gains the benefits of feather fall as cast by a 2oth-level sorcerer.
Water Breathing (Ex): A yellow dragon can breathe water as easily as air. It can use its sells, breath weapon, and other abilities underwater without restriction.
Spell-Like Abilities: 3/day—obscuring mist (very young or older), control water (young adult or older); control winds (mature adult or older); 1/day—control weather (ancient or older), whirlwind (great wyrm or older).
Habitat/Society: Yellow dragons love deserts, preferring areas of sandy, windswept desolation. They are most comfortable in daytime temperatures of 105 degrees and up, although they can easily survive subfreezing temperatures at night. They share much the same territory as brasses; thus the species occasionally come into conflict.
Yellows are solitary, selfish creatures that form no close bonds with any other creature, including other yellows. They are highly territorial; the only time they'll let another yellow into their territory is to mate, which is actually quite rare. Immediately afterward, the dragons separate. The mother raises the offspring, but won't go out of her way to protect them from attackers. The young dragons usually leave home before they reach the juvenile age category. The main enemies of yellow dragons are brasses, which actively hunt the smaller creatures.
Ecology: Although able to eat anything, yellows favor fresh meat. (Demi)humans are considered a delicacy, as are the unhatched eggs of brass dragons. (Yellows rarely get to enjoy this latter feast.)
Age) Body Lgt. (')/Tail Lgt. (')
1) Hatchling 2-7/ 1-4
2) Very Young 7-16/ 4-12
3) Young 16-35/ 12-21
4) Juvenile 35-44/ 21-28
5) Young Adult 44-53/ 28-36
6) Adult 53-62/ 36-45
7) Mature Adult 62-71/ 45-54
8 ) Old 71-80/ 54-62
9) Very Old 80-89/ 62-70
10) Venerable 89-98/ 70-78
11) Wyrm 98-107/ 78-85
12) Great wyrm 107-116/ 85-94
YELLOW DRAGONS BY AGE
AGE HIT DICE (HP) STR DEX CON INT WIS CHA BASE ATTACK/GRAPPLE
Wyrmling 3d12+3 (22) 7 14 13 8 11 8 +3/-7 +3
Very young 6d12+6 (45) 9 16 13 10 11 8 +6/+1 +6
Young 9d12+18 (76) 11 18 15 10 11 10 +9/+9 +9
Juvenile 12d12+24 (102) 11 18 15 12 11 10 +12/+12 +12
Young adult 15d12+45 (142) 13 20 17 12 13 12 +15/+20 +15
Adult 18d12+72 (189) 15 22 19 14 13 12 +18/+24 +19
Mature adult 21d12+105 (241) 17 24 21 14 15 14 +21/+32 +22
Old 24d12+120 (276) 17 26 21 16 15 14 +24/+35 +25
Very old 27d12+162 (337) 19 28 23 16 17 16 +27/+39 +29
Ancient 30d12+180(375) 21 30 23 18 17 16 +30/+43 +33
Wyrm 33d12+231 (445) 25 32 25 18 19 18 +33/+52 +36
Great wyrm 36d12+288 (522) 27 34 27 20 21 20 +36/+56 +40
AGE FORT REF WILL ATTACK BW FP
Wyrmling +4 +5 +3 1d6 (12) —
Very young +6 +8 +5 2d6 (14) —
Young +8 +10 +6 3d6 (16) -
Juvenile +10 +12 +8 4d6 (18) —
Young adult +12 +14 +10 5d6 (20) 18
Adult +15 +17 +12 6d6 (23) 20
Mature adult +17 +19 +14 7d6 (25) 22
Old +19 +22 +16 8d6 (27) 24
Very old +21 +24 +18 9d6 (29) 26
Ancient +23 +25 +20 10d6 (31) 28
Wyrm +25 +29 +22 11d6 (33) 30
Great wyrm +28 +32 +25 12d6 (36) 33
YELLOW DRAGON ABILITIES BY AGE
AGE SPEED INITIATIVE
Wyrmling 20 ft., fly 150 ft., burrow 20 ft., swim 80 ft. +2
Very young 20 ft., fly 200 ft., burrow 20 ft., swim 80 ft. +3
Young 20 ft., fly 200 ft., burrow 20 ft., swim 80 ft. +4
Juvenile 20 ft., fly 200 ft., burrow 20 ft., swim 80 ft. +4
Young adult 20 ft., fly 250 ft., burrow 20 ft., swim 80 ft. +5
Adult 20 ft., fly 250 ft., burrow 20 ft., swim 80 ft. +6
Mature adult 20 ft., fly 300 ft., burrow 20 ft., swim 80 ft. +7
Old 20 ft., fly 300 ft., burrow 20 ft., swim 80 ft. +8
Very Old 20 ft., fly 300 ft., burrow 20 ft., swim 80 ft. +9
Ancient 20 ft., fly 300 ft., burrow 20 ft., swim 80 ft. +10
Wyrm 20 ft., fly 350 ft., burrow 20 ft., swim 80 ft. +11
Great wyrm 20 ft., fly 350 ft., burrow 20 ft., swim 80 ft. +12
AGE AC SPECIAL ABILITIES CASTER LEVEL SR
Wyrmling 15 (+2 size, +2 Dex,+1 natural), touch 14, flat-footed 13 Air mastery, water breathing
Very young 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13 Obscuring mist —
Young 19 (+4 Dex,+5 natural), touch 14, flat-footed 15 — — —
Juvenile 22 (+4 Dex, +8 natural), touch 14, flat-footed 18 DR5/magic — —
Young adult 25 (-1 size, +5 Dex, +11 natural), touch 14, flat-footed 20 Control water 1st 14
Adult 29 (-1 size, +6 Dex, +14 natural), touch 15, flat-footed 23 — 3rd 16
Mature adult 32 (-2 size, +7 Dex, +17 natural), touch 15, flat-footed 25 Control winds 5th 18
Old 36 (-2 size, +8 Dex, +20 natural), touch 16, flat-footed 28 DR 10/magic 7th 19
Very Old 40 (-2 size, +9 Dex, +23 natural), touch 17, flat-footed 31 DR 15/magic 9th 21
Ancient 44 (-2 size, +10 Dex, +26 natural), touch 18, flat-footed 34 Control weather 11th 22
Wyrm 46 (-4 size, +11 Dex, +29 natural), touch 17, flat-footed 35 DR 20/magic 13th 23
Great wyrm 50 (-4 size, +12 Dex, +32 natural), touch 18, flat-footed 38 Whirlwind 15th 25
Age) Treas. Type/XP Value
1) Nil/ 2,000
2) Nil/ 3,000
3) Nil/ 5,000
4) E/ 7,000
5) E, O, S/ 9,000
6) E, O, S/ 11,000
7) E, O, S/ 12,000
8 ) E, O, Sx2/ 13,000
9) E, O, Sx2/ 14,000
10) E, O, Sx2/ 15,000
11) E, O, Sx3/ 16,000
12) E, O, Sx4/ 17,000
Environment: Temperate aquatic and coastal or Desert
Frequency: Very rare
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 2; very young 3; young 4;juvenile 6; young adult 7; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21
Activity Cycle: Any
Diet: Omnivore
Intelligence: Very (11-12)
Treasure: Triple standard
Alignment: Chaotic evil
Advancement: See table
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +4; others —
No. Appearing: 1 (1-4)
Armor Class: 0 (base)
Movement: 12, Fl 30 (C)
Hit Dice: 13 (base)
THAC0: 7 (base)
No. of Attacks: 3+special
Damage/Attack: 1-8/1-8/2-16
Special Attacks: See below
Special Defenses: Variable
Magic Resistance: See below
Size: G (36' base)
Morale: Champion (15-16)
XP Value: Variable
Although the existence of yellow dragons has long been predicted by sages (based on theories of primary colors), the first specimen was spotted only five or so years ago. The creatures are solitary and secretive, preferring to lay in wait for prey to stumble into carefully-prepared traps instead of hunting actively.
This dragon's long, serpentine body is covered with yellow scales flecked with white. Despite its lack of wings, it moves through the air with speed and agility that belies its great size. Its narrow head has two beady, glittering emerald eyes, while a forked tongue projects from its fanged jaws. A small green frill runs from between its eyes to the end of its tail. The vicious, temperamental yellow dragon is perhaps the strangest of the three lost dragons. While its appearance has more in common with a great serpent than a traditional dragon, its status as a true dragon is without doubt. Unlike other dragons, the yellow dragon relies on speed and supreme agility to defeat its foes. While by far the physically weakest of the dragons, it is the fastest flier and the most agile of them all. Other dragons could easily tear it to pieces, if they could get their claws and fangs on its lithe, fast body. In truth, few dragons or mortal warriors have the skill and patience needed to land a telling blow against these beasts.
Yellow dragons inhabit lakes, coastal areas, and swamps. They prefer to keep their lairs beneath the waves or in caves hidden beneath the shifting dunes. Their ability to fly, swim, and burrow allows them to evade most pursuers and attack their foes from a variety of hiding places. In some cases, yellow dragons that lair near sahuagin settlements strike an alliance with the sea devils. In a few cases, yellow dragons conquer such potential allies and force them into service
At birth, yellows have soft, tan scales. As they grow older, the scales harden and become lighter in color, eventually reaching the grayish yellow of desert sands. Their scales always have a dusty texture to them, giving them a finish that does not reflect light well. Even their teeth and claws have a similar finish. No part of the yellow dragon will glint in the sunlight, thereby giving away its position.
Yellow dragons speak their own tongue, which is quite different than that spoken by other evil dragons. Yellows have no interest in speaking with other races, and so they learn no other languages.
Combat: Although preferring guile to combat and ambush to attack, yellows are fierce and cunning fighters. Even if forced into a situation where direct combat is inevitable, they'll still use their spells and innate abilities so as to mislead, misdirect, and distract their opponents.
A favorite hunting tactic for a yellow is to dig a steep-walled, cone-shaped depression in the sand, and then bury itself at the bottom of this crater with just its eyes and nostrils showing. When a creature stumbles into the depression, the dragon moves its wings in the sand, causing the steep walls of the cone to collapse and drawing the prey straight to the dragon's mouth. A yellow dragon casts spells and uses magical abilities at 8th level, plus its combat modifier.
Yellow dragons rely on their speed and agility to defeat their enemies. They make full use of feats such as Flyby Attack to strike their enemies while avoiding any potential counterattack. Yellow dragons tend to flee into the waves or beneath the ground if faced with superior foes. If possible, a yellow dragon swoops past its enemies and blasts them repeatedly with its breath weapon. After slowly crippling and immobilizing its foes, it lays into them with its claws and fangs at its leisure. Because they lack wings, yellow dragons cannot make wing buffet attacks.
Breath Weapon (Su): A yellow dragon's breath weapon is a high-velocity blast of scorching air mixed with sand. This affects an area 50 feet long, 40 feet wide, and 20 feet high. Creatures caught within this blast must roll successful saving throws vs. breath weapon for half damage. Regardless of the outcome of this roll, they must make another saving throw vs. breath weapon. Failure means that the abrasive sand in the breath blast has damaged their eyes, blinding them for 1d4+1 rounds.
The yellow dragon's breath weapon is a cone of salt that binds to creatures caught in the area of effect. A Reflex save allows a creature to avoid becoming covered in salt. Creatures caught in the breath weapon and encrusted in the yellow dragon's salt blast suffer effects based on the number of saves they have failed against the effect. Each time a character is struck by the breath weapon, he faces increasingly crippling effects in addition to the damage. A creature takes a -2 penalty on attacks, AC, Reflex saves, and Strength-, Dexterity-, and Constitution-based skill checks per failed save against the breath weapon. A creature takes a -10 penalty on speed per failed save. A creature reduced to speed 0 cannot move. Flying creatures crash to the ground. The effects of the yellow dragon's breath weapon fade after 10 minutes. All of the effects disappear at once as the salt crumbles away. In addition, a gallon of water (or water-based liquid) can wash away the salt. Multiple attacks require an equal number of gallons of water.
Yellow dragons are immune to fire and heat and can cast silence, 10' radius at will. As they age, they gain the following additional powers:
Age Abilities
Young create or destroy water three times per day
Juvenile dust devil three times per day
Adult improved invisibility twice per day
Old wind wall three times per day
Wyrm enervation three times per day
Air Mastery (Ex): So long as the yellow dragon remains airborne, it gains a +2 bonus on attacks. While soaring through the sky, it draws on the strength of one of its native elements.
Flight (Su): A yellow dragon is capable of flight due to its strong link to elemental air. It maneuvers without wings, and if forced to land due to the loss of this ability it gains the benefits of feather fall as cast by a 2oth-level sorcerer.
Water Breathing (Ex): A yellow dragon can breathe water as easily as air. It can use its sells, breath weapon, and other abilities underwater without restriction.
Spell-Like Abilities: 3/day—obscuring mist (very young or older), control water (young adult or older); control winds (mature adult or older); 1/day—control weather (ancient or older), whirlwind (great wyrm or older).
Habitat/Society: Yellow dragons love deserts, preferring areas of sandy, windswept desolation. They are most comfortable in daytime temperatures of 105 degrees and up, although they can easily survive subfreezing temperatures at night. They share much the same territory as brasses; thus the species occasionally come into conflict.
Yellows are solitary, selfish creatures that form no close bonds with any other creature, including other yellows. They are highly territorial; the only time they'll let another yellow into their territory is to mate, which is actually quite rare. Immediately afterward, the dragons separate. The mother raises the offspring, but won't go out of her way to protect them from attackers. The young dragons usually leave home before they reach the juvenile age category. The main enemies of yellow dragons are brasses, which actively hunt the smaller creatures.
Ecology: Although able to eat anything, yellows favor fresh meat. (Demi)humans are considered a delicacy, as are the unhatched eggs of brass dragons. (Yellows rarely get to enjoy this latter feast.)
Age) Body Lgt. (')/Tail Lgt. (')
1) Hatchling 2-7/ 1-4
2) Very Young 7-16/ 4-12
3) Young 16-35/ 12-21
4) Juvenile 35-44/ 21-28
5) Young Adult 44-53/ 28-36
6) Adult 53-62/ 36-45
7) Mature Adult 62-71/ 45-54
8 ) Old 71-80/ 54-62
9) Very Old 80-89/ 62-70
10) Venerable 89-98/ 70-78
11) Wyrm 98-107/ 78-85
12) Great wyrm 107-116/ 85-94
YELLOW DRAGONS BY AGE
AGE HIT DICE (HP) STR DEX CON INT WIS CHA BASE ATTACK/GRAPPLE
Wyrmling 3d12+3 (22) 7 14 13 8 11 8 +3/-7 +3
Very young 6d12+6 (45) 9 16 13 10 11 8 +6/+1 +6
Young 9d12+18 (76) 11 18 15 10 11 10 +9/+9 +9
Juvenile 12d12+24 (102) 11 18 15 12 11 10 +12/+12 +12
Young adult 15d12+45 (142) 13 20 17 12 13 12 +15/+20 +15
Adult 18d12+72 (189) 15 22 19 14 13 12 +18/+24 +19
Mature adult 21d12+105 (241) 17 24 21 14 15 14 +21/+32 +22
Old 24d12+120 (276) 17 26 21 16 15 14 +24/+35 +25
Very old 27d12+162 (337) 19 28 23 16 17 16 +27/+39 +29
Ancient 30d12+180(375) 21 30 23 18 17 16 +30/+43 +33
Wyrm 33d12+231 (445) 25 32 25 18 19 18 +33/+52 +36
Great wyrm 36d12+288 (522) 27 34 27 20 21 20 +36/+56 +40
AGE FORT REF WILL ATTACK BW FP
Wyrmling +4 +5 +3 1d6 (12) —
Very young +6 +8 +5 2d6 (14) —
Young +8 +10 +6 3d6 (16) -
Juvenile +10 +12 +8 4d6 (18) —
Young adult +12 +14 +10 5d6 (20) 18
Adult +15 +17 +12 6d6 (23) 20
Mature adult +17 +19 +14 7d6 (25) 22
Old +19 +22 +16 8d6 (27) 24
Very old +21 +24 +18 9d6 (29) 26
Ancient +23 +25 +20 10d6 (31) 28
Wyrm +25 +29 +22 11d6 (33) 30
Great wyrm +28 +32 +25 12d6 (36) 33
YELLOW DRAGON ABILITIES BY AGE
AGE SPEED INITIATIVE
Wyrmling 20 ft., fly 150 ft., burrow 20 ft., swim 80 ft. +2
Very young 20 ft., fly 200 ft., burrow 20 ft., swim 80 ft. +3
Young 20 ft., fly 200 ft., burrow 20 ft., swim 80 ft. +4
Juvenile 20 ft., fly 200 ft., burrow 20 ft., swim 80 ft. +4
Young adult 20 ft., fly 250 ft., burrow 20 ft., swim 80 ft. +5
Adult 20 ft., fly 250 ft., burrow 20 ft., swim 80 ft. +6
Mature adult 20 ft., fly 300 ft., burrow 20 ft., swim 80 ft. +7
Old 20 ft., fly 300 ft., burrow 20 ft., swim 80 ft. +8
Very Old 20 ft., fly 300 ft., burrow 20 ft., swim 80 ft. +9
Ancient 20 ft., fly 300 ft., burrow 20 ft., swim 80 ft. +10
Wyrm 20 ft., fly 350 ft., burrow 20 ft., swim 80 ft. +11
Great wyrm 20 ft., fly 350 ft., burrow 20 ft., swim 80 ft. +12
AGE AC SPECIAL ABILITIES CASTER LEVEL SR
Wyrmling 15 (+2 size, +2 Dex,+1 natural), touch 14, flat-footed 13 Air mastery, water breathing
Very young 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13 Obscuring mist —
Young 19 (+4 Dex,+5 natural), touch 14, flat-footed 15 — — —
Juvenile 22 (+4 Dex, +8 natural), touch 14, flat-footed 18 DR5/magic — —
Young adult 25 (-1 size, +5 Dex, +11 natural), touch 14, flat-footed 20 Control water 1st 14
Adult 29 (-1 size, +6 Dex, +14 natural), touch 15, flat-footed 23 — 3rd 16
Mature adult 32 (-2 size, +7 Dex, +17 natural), touch 15, flat-footed 25 Control winds 5th 18
Old 36 (-2 size, +8 Dex, +20 natural), touch 16, flat-footed 28 DR 10/magic 7th 19
Very Old 40 (-2 size, +9 Dex, +23 natural), touch 17, flat-footed 31 DR 15/magic 9th 21
Ancient 44 (-2 size, +10 Dex, +26 natural), touch 18, flat-footed 34 Control weather 11th 22
Wyrm 46 (-4 size, +11 Dex, +29 natural), touch 17, flat-footed 35 DR 20/magic 13th 23
Great wyrm 50 (-4 size, +12 Dex, +32 natural), touch 18, flat-footed 38 Whirlwind 15th 25
Age) Treas. Type/XP Value
1) Nil/ 2,000
2) Nil/ 3,000
3) Nil/ 5,000
4) E/ 7,000
5) E, O, S/ 9,000
6) E, O, S/ 11,000
7) E, O, S/ 12,000
8 ) E, O, Sx2/ 13,000
9) E, O, Sx2/ 14,000
10) E, O, Sx2/ 15,000
11) E, O, Sx3/ 16,000
12) E, O, Sx4/ 17,000