Post by Maelthras on Feb 2, 2017 1:11:47 GMT -8
Shadow Dragon
Climate/Terrain: Non-arctic/Ruins, subterranean, and plane of Shadow
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 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Activity Cycle: Nocturnal (any on the plane of Shadow)
Diet: Special
Intelligence: Genius (17-18 )
Treasure: Triple standard
Alignment: Chaotic evil
No. Appearing: 1 (2-5)
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 —
Armor Class: -4 (base)
Movement: 18, Fl 30 (D), Jp 3
Hit Dice: 12 (base)
THAC0: 9 (base)
No. of Attacks: 3+special
Damage/Attack: 1-6/1-6/3-18
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Variable
Size: H (21' base)
Morale: Champion (16)
XP Value: Variable
Shadow dragons are sly and devious. They are instinctively cunning and are not prone to taking risks.
At all ages, a shadow dragon's scales and body are translucent, so that when viewed from a distance it appears to be a mass of shadows.
Shadow dragons speak their own tongue and a tongue common to all evil dragons. Also, 17% of hatchling shadow dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per age category.
Combat: Shadow dragons prefer to attack from hiding, usually employing invisibility or hiding in shadows. They use illusion/phantasm spells to confuse and misdirect foes. Older dragons are especially fond of their non-detection ability.
Breath Weapon/Special Abilities: A shadow dragon's breath weapon is a cloud of blackness that is 40 feet long, 30 feet wide, and 20 feet high. Creatures caught in the cloud are blinded for one melee round and lose ¾ (round up) of their life energy (levels or Hit Dice); a successful saving throw vs. breath weapon reduces the loss to ½ (round up). The life energy loss persists for a variable number of turns, shown on the table above. Negative plane protection spells prevent this life energy loss.
A character who is reduced to 0 or fewer levels lapses into a coma for the duration of the cloud's effect.
A shadow dragon casts spells and uses its magical abilities at 6th level plus its combat modifier.
Shadow dragons are born immune to energy draining and with the ability to hide in shadows with 40% chance of success; this ability increases 5% per age category to a maximum of 95%.
As they age, they gain the following additional powers: Juvenile: mirror image three times a day (1d4+1 images). Adult: dimension door twice a day. Old: non-detection three times a day. Venerable: shadow walk once a day. Great wyrm: create shadows three times a day. (This ability creates a mass of leaping shadows with a radius of 100 yards, duration one hour. All magical {and normal}light and darkness sources are negated for as long as they remain in the radius. Creatures able to hide in shadows can do so in these magical shadows even if under direct observation. Shadow dragons and other creatures from the plane of Shadow can move and attack normally while hiding in these shadows, effectively giving them improved invisibility. A successful dispel magic spell banishes the shadows.)
Habitat/Society: Shadow dragons hate both bright light and total darkness, preferring variegated lighting with patches of diffuse light and deep, inky shadows. On the Prime Material plane, their lairs are always places that provide shadowy light for most of the day. They prefer ancient ruins, where they can hide underground when the sun is bright and still find shadows above ground during dawn and twilight. In the plane of Shadow, they live in dense thickets of trees and brambles, fortified castles, or labyrinthine caves. In either plane, they prefer to locate their lairs near colonies of other creatures that can alert them to potential foes or victims. The dragons seldom actually cooperate with these allies, however, though the dragons commonly prey on them.
Shadow dragons love dark-colored, opaque gems, and especially prize black stones. They also collect magical items that produce shadows or darkness. They use these items to turn areas filled with total darkness or light into masses of shadows.
Ecology: Shadow dragons eat almost anything. Their favorite food is rotting carrion, though they often kill for sport. Slain victims are left to decay until they become suitably foul. These dragons are equally fond of frost-killed, waterlogged, or salt-poisoned plants.
Shadow Blend (Su): In any condition of illumination other than full daylight, a very young or older shadow dragon can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does.
Create Shadows (Su): Three times per day, a great wyrm shadow dragon can conjure a mass of leaping shadows with a radius of 100 yards and a duration of 1 hour (this is a creation effect).
All normal and magical light sources are negated within this radius. All characters and creatures gain a +4 bonus on their Hide checks within the shadows, and can hide even if directly observed. Shadow dragons and other creatures with ties to the Plane of Shadow gain total concealment with- in the shadows, though they can move and attack normally. Their attacks gain a +2 bonus and deny their opponents any Dexterity bonus to AC, because they are considered invisible.
Spell-Like Abilities:
3/day— mirror image, nondetection;
2/day— dimension door;
1/day— shadow walk.
Age) Body Lgt. (')/Tail Lgt. (')
1) 1-4 1-3
2) 4-11 3-8
3) 11-18 8-13
4) 18-23 13-18
5) 23-29 18-23
6) 29-36 23-28
7) 36-42 28-33
8 )42-48 33-38
9) 48-55 38-43
10) 55-61 43-48
11) 61-67 48-53
12) 67-74 53-58
Age Hit Dice (hp)
Wyrmling 4d12+4 (30)
Very young 7d12+7 (52)
Young 10d12+10 (75)
Juvenile 13d12+26 (110)
Young adult 16d12+32 (136)
Adult 19d12+57 (180)
Mature adult 22d12+88 (231)
Old 25d12+125 (287)
Very old 28d12+140 (322)
Ancient 31d12+186 (387)
Wyrm 34d12+238 (459)
Great wyrm 37d12+296 (536)
Age Str Dex Con Int Wis Cha
Wyrmling 11 10 13 14 14 15
Very young 13 10 13 16 16 17
Young 13 10 13 16 16 17
Juvenile 15 10 15 18 18 19
Young adult 17 10 15 18 18 19
Adult 19 10 17 20 20 21
Mature adult 23 10 19 20 20 21
Old 27 10 21 24 24 25
Very old 29 10 21 26 26 27
Ancient 31 10 23 28 28 29
Wyrm 33 10 25 30 30 31
Great wyrm 35 10 27 32 32 33
Age Base Attack/Grapple Attack Fort Ref Will
Wyrmling +4/-4 +6 +5 +4 +6
Very young +7/+4 +9 +6 +5 +8
Young +10/+7 +12 +8 +7 +10
Juvenile +13/+15 +15 +10 +8 +12
Young adult +16/+19 +19 +12 +10 +14
Adult +19/+27 +22 +14 +11 +16
Mature adult +22/+32 +27 +17 +13 +18
Old +25/+41 +31 +19 +14 +21
Very old +28/+45 +35 +21 +16 +24
Ancient +31/+49 +39 +22 +17 +26
Wyrm +34/+57 +41 +26 +19 +29
Great wyrm +37/+61 +45 +29 +21 +32
Age BW FP
Wyrmling 1 (14) —
Very young 1 (16) —
Young 1 (18 )—
Juvenile 2 (20) —
Young adult 2 (22) 22
Adult 3 (24) 24
Mature adult 4 (26) 26
Old 5 (29) 29
Very old 5 (32) 32
Ancient 6 (34) 34
Wyrm 7(37) 37
Great wyrm 8 (39) 39
Age Speed
Wyrmling 80 ft., fly 150 ft.
Very young 80 ft., fly 150 ft.
Young 80 ft., fly 150 ft.
Juvenile 80 ft., fly 150 ft.
Young adult 80 ft., fly 150 ft.
Adult 80 ft., fly 150 ft.
Mature adult 80 ft., fly 150 ft.
Old 80 ft., fly 150 ft.
Very old 80 ft., fly 150 ft.
Ancient 80 ft., fly 150 ft.
Wyrm 80 ft., fly 150 ft.
Great wyrm 80 ft., fly 150 ft.
Age AC
Wyrmling 19 (+2 size, +7 natural)
Very young 21 (+1 size, +10 natural)
Young 24 (+1 size, +13 natural)
Juvenile 26 (+16 natural)
Young adult 29 (+19 natural)
Adult 31 (–1 size, +22 natural)
Mature adult 34 (–1 size, +25 natural)
Old 36 (–2 size, +28 natural)
Very old 39 (–2 size, +31 natural)
Ancient 42 (–2 size, +34 natural)
Wyrm 43 (–4 size, +37 natural)
Great wyrm 46 (–4 size, +40 natural)
Age Special Abilities
Wyrmling Energy drain immunity
Very young Shadow blend
Juvenile Mirror image
Young adult DR 5/magic
Adult Dimension door
Mature adult DR 10/magic
Old Nondetection
Very old DR 15/magic
Ancient Shadow walk
Wyrm DR 20/magic
Great wyrm Create shadows
Age Caster Level SR
Wyrmling — 12
Very young — 13
Young — 15
Juvenile 1st 17
Young adult 3rd 20
Adult 5th 22
Mature adult 7th 25
Old 9th 27
Very old 11th 28
Ancient 13th 30
Wyrm 15th 31
Great wyrm 17th 33
*Can also cast cleric spells and those from the Chaos, Evil, and Trickery domains as arcane spells.
Age) Treas. Type/XP Value
1) Nil 4,000
2) Nil 6,000
3) Nil 8,000
4) ½ H, S 10,000
5) H, S 11,000
6) H, S 13,000
7) H, S 15,000
8 )H, Sx2 17,000
9) H, Sx2 19,000
10) H, Sx2 20,000
11) H, Sx3 21,000
12) H, Sx3 22,000
Climate/Terrain: Non-arctic/Ruins, subterranean, and plane of Shadow
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 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Activity Cycle: Nocturnal (any on the plane of Shadow)
Diet: Special
Intelligence: Genius (17-18 )
Treasure: Triple standard
Alignment: Chaotic evil
No. Appearing: 1 (2-5)
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 —
Armor Class: -4 (base)
Movement: 18, Fl 30 (D), Jp 3
Hit Dice: 12 (base)
THAC0: 9 (base)
No. of Attacks: 3+special
Damage/Attack: 1-6/1-6/3-18
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Variable
Size: H (21' base)
Morale: Champion (16)
XP Value: Variable
Shadow dragons are sly and devious. They are instinctively cunning and are not prone to taking risks.
At all ages, a shadow dragon's scales and body are translucent, so that when viewed from a distance it appears to be a mass of shadows.
Shadow dragons speak their own tongue and a tongue common to all evil dragons. Also, 17% of hatchling shadow dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per age category.
Combat: Shadow dragons prefer to attack from hiding, usually employing invisibility or hiding in shadows. They use illusion/phantasm spells to confuse and misdirect foes. Older dragons are especially fond of their non-detection ability.
Breath Weapon/Special Abilities: A shadow dragon's breath weapon is a cloud of blackness that is 40 feet long, 30 feet wide, and 20 feet high. Creatures caught in the cloud are blinded for one melee round and lose ¾ (round up) of their life energy (levels or Hit Dice); a successful saving throw vs. breath weapon reduces the loss to ½ (round up). The life energy loss persists for a variable number of turns, shown on the table above. Negative plane protection spells prevent this life energy loss.
A character who is reduced to 0 or fewer levels lapses into a coma for the duration of the cloud's effect.
A shadow dragon casts spells and uses its magical abilities at 6th level plus its combat modifier.
Shadow dragons are born immune to energy draining and with the ability to hide in shadows with 40% chance of success; this ability increases 5% per age category to a maximum of 95%.
As they age, they gain the following additional powers: Juvenile: mirror image three times a day (1d4+1 images). Adult: dimension door twice a day. Old: non-detection three times a day. Venerable: shadow walk once a day. Great wyrm: create shadows three times a day. (This ability creates a mass of leaping shadows with a radius of 100 yards, duration one hour. All magical {and normal}light and darkness sources are negated for as long as they remain in the radius. Creatures able to hide in shadows can do so in these magical shadows even if under direct observation. Shadow dragons and other creatures from the plane of Shadow can move and attack normally while hiding in these shadows, effectively giving them improved invisibility. A successful dispel magic spell banishes the shadows.)
Habitat/Society: Shadow dragons hate both bright light and total darkness, preferring variegated lighting with patches of diffuse light and deep, inky shadows. On the Prime Material plane, their lairs are always places that provide shadowy light for most of the day. They prefer ancient ruins, where they can hide underground when the sun is bright and still find shadows above ground during dawn and twilight. In the plane of Shadow, they live in dense thickets of trees and brambles, fortified castles, or labyrinthine caves. In either plane, they prefer to locate their lairs near colonies of other creatures that can alert them to potential foes or victims. The dragons seldom actually cooperate with these allies, however, though the dragons commonly prey on them.
Shadow dragons love dark-colored, opaque gems, and especially prize black stones. They also collect magical items that produce shadows or darkness. They use these items to turn areas filled with total darkness or light into masses of shadows.
Ecology: Shadow dragons eat almost anything. Their favorite food is rotting carrion, though they often kill for sport. Slain victims are left to decay until they become suitably foul. These dragons are equally fond of frost-killed, waterlogged, or salt-poisoned plants.
Shadow Blend (Su): In any condition of illumination other than full daylight, a very young or older shadow dragon can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does.
Create Shadows (Su): Three times per day, a great wyrm shadow dragon can conjure a mass of leaping shadows with a radius of 100 yards and a duration of 1 hour (this is a creation effect).
All normal and magical light sources are negated within this radius. All characters and creatures gain a +4 bonus on their Hide checks within the shadows, and can hide even if directly observed. Shadow dragons and other creatures with ties to the Plane of Shadow gain total concealment with- in the shadows, though they can move and attack normally. Their attacks gain a +2 bonus and deny their opponents any Dexterity bonus to AC, because they are considered invisible.
Spell-Like Abilities:
3/day— mirror image, nondetection;
2/day— dimension door;
1/day— shadow walk.
Age) Body Lgt. (')/Tail Lgt. (')
1) 1-4 1-3
2) 4-11 3-8
3) 11-18 8-13
4) 18-23 13-18
5) 23-29 18-23
6) 29-36 23-28
7) 36-42 28-33
8 )42-48 33-38
9) 48-55 38-43
10) 55-61 43-48
11) 61-67 48-53
12) 67-74 53-58
Age Hit Dice (hp)
Wyrmling 4d12+4 (30)
Very young 7d12+7 (52)
Young 10d12+10 (75)
Juvenile 13d12+26 (110)
Young adult 16d12+32 (136)
Adult 19d12+57 (180)
Mature adult 22d12+88 (231)
Old 25d12+125 (287)
Very old 28d12+140 (322)
Ancient 31d12+186 (387)
Wyrm 34d12+238 (459)
Great wyrm 37d12+296 (536)
Age Str Dex Con Int Wis Cha
Wyrmling 11 10 13 14 14 15
Very young 13 10 13 16 16 17
Young 13 10 13 16 16 17
Juvenile 15 10 15 18 18 19
Young adult 17 10 15 18 18 19
Adult 19 10 17 20 20 21
Mature adult 23 10 19 20 20 21
Old 27 10 21 24 24 25
Very old 29 10 21 26 26 27
Ancient 31 10 23 28 28 29
Wyrm 33 10 25 30 30 31
Great wyrm 35 10 27 32 32 33
Age Base Attack/Grapple Attack Fort Ref Will
Wyrmling +4/-4 +6 +5 +4 +6
Very young +7/+4 +9 +6 +5 +8
Young +10/+7 +12 +8 +7 +10
Juvenile +13/+15 +15 +10 +8 +12
Young adult +16/+19 +19 +12 +10 +14
Adult +19/+27 +22 +14 +11 +16
Mature adult +22/+32 +27 +17 +13 +18
Old +25/+41 +31 +19 +14 +21
Very old +28/+45 +35 +21 +16 +24
Ancient +31/+49 +39 +22 +17 +26
Wyrm +34/+57 +41 +26 +19 +29
Great wyrm +37/+61 +45 +29 +21 +32
Age BW FP
Wyrmling 1 (14) —
Very young 1 (16) —
Young 1 (18 )—
Juvenile 2 (20) —
Young adult 2 (22) 22
Adult 3 (24) 24
Mature adult 4 (26) 26
Old 5 (29) 29
Very old 5 (32) 32
Ancient 6 (34) 34
Wyrm 7(37) 37
Great wyrm 8 (39) 39
Age Speed
Wyrmling 80 ft., fly 150 ft.
Very young 80 ft., fly 150 ft.
Young 80 ft., fly 150 ft.
Juvenile 80 ft., fly 150 ft.
Young adult 80 ft., fly 150 ft.
Adult 80 ft., fly 150 ft.
Mature adult 80 ft., fly 150 ft.
Old 80 ft., fly 150 ft.
Very old 80 ft., fly 150 ft.
Ancient 80 ft., fly 150 ft.
Wyrm 80 ft., fly 150 ft.
Great wyrm 80 ft., fly 150 ft.
Age AC
Wyrmling 19 (+2 size, +7 natural)
Very young 21 (+1 size, +10 natural)
Young 24 (+1 size, +13 natural)
Juvenile 26 (+16 natural)
Young adult 29 (+19 natural)
Adult 31 (–1 size, +22 natural)
Mature adult 34 (–1 size, +25 natural)
Old 36 (–2 size, +28 natural)
Very old 39 (–2 size, +31 natural)
Ancient 42 (–2 size, +34 natural)
Wyrm 43 (–4 size, +37 natural)
Great wyrm 46 (–4 size, +40 natural)
Age Special Abilities
Wyrmling Energy drain immunity
Very young Shadow blend
Juvenile Mirror image
Young adult DR 5/magic
Adult Dimension door
Mature adult DR 10/magic
Old Nondetection
Very old DR 15/magic
Ancient Shadow walk
Wyrm DR 20/magic
Great wyrm Create shadows
Age Caster Level SR
Wyrmling — 12
Very young — 13
Young — 15
Juvenile 1st 17
Young adult 3rd 20
Adult 5th 22
Mature adult 7th 25
Old 9th 27
Very old 11th 28
Ancient 13th 30
Wyrm 15th 31
Great wyrm 17th 33
*Can also cast cleric spells and those from the Chaos, Evil, and Trickery domains as arcane spells.
Age) Treas. Type/XP Value
1) Nil 4,000
2) Nil 6,000
3) Nil 8,000
4) ½ H, S 10,000
5) H, S 11,000
6) H, S 13,000
7) H, S 15,000
8 )H, Sx2 17,000
9) H, Sx2 19,000
10) H, Sx2 20,000
11) H, Sx3 21,000
12) H, Sx3 22,000