Post by Maelthras on Mar 15, 2017 22:54:40 GMT -8
Black Dragon
Type: Dragon (Water)
Climate/Terrain: Any swamp, jungle, and subterranean
Frequency: 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 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Activity Cycle: Any
Diet: Special
Intelligence: Average (8-10)
Treasure: Triple standard
Alignment: Chaotic evil
No. Appearing: 1 (2-5)
Armor Class: 1 (base)
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 —
Movement: 12, Fl 30 (C), Sw 12
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: G (30'base)
Morale: Fanatic (17-18)
XP Value: Variable
Black dragons are abusive, quick to anger, and resent intrusions of any kind. They like dismal surroundings, heavy vegetation, and prefer darkness to daylight. Although not as intelligent as other dragons, black dragons are instinctively cunning and malevolent.
At birth, a black dragon's scales are thin, small, and glossy. But as the dragon ages, its scales become larger, thicker, and duller, which helps it camouflage itself in swamps and marshes. Black dragons speak their own tongue, a tongue common to all evil dragons, and 10% of hatchling black dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat: Black dragons prefer to ambush their targets, using their surroundings as cover. Their favorite targets are men, who they will sometimes stalk for several minutes in an attempt to gauge their strength and wealth before attacking. Against a band of men or a formidable creature, of the marsh can weaken the targets before the dragon joins the fight. Black dragons will also use their breath weapon before closing in melee. When fighting in heavily vegetated swamps and marshes, black dragons attempt to stay in the water or along the ground; the numerous trees and leafy canopies limit their flying maneuverability. When faced with an opponent which poses too much of a threat, a black dragon will attempt to fly out of sight, so it will not leave tracks, and hide in a deep pond or bog.
Breath weapon/special abilities: A black dragon's breath weapon is a 5' wide stream of acid that extends 60' in a straight line from the dragon's head. All creatures caught in this stream must save vs. breath weapon for half damage. A black dragon casts spells and uses its magical abilities at 5th level, plus its combat modifier.
Black dragons are born with an innate water breathing ability and an immunity to acid. As they age, they gain the following additional powers:
Juvenile: darkness three times a day in a 10' radius per age category of the dragon. Adult: corrupt water once a day. For every age category a dragon attains, it can stagnate 10 cubic feet of water, making it become still, foul, inert, and unable to support animal life. When this ability is used against potions and elixirs, they become useless if they roll a 15 or better on 1d20. Old: plant growth once a day. Venerable: summon insects once a day. Great wyrm: charm reptiles three times a day. This operates as a charm mammals spell, but is applicable only to reptiles.
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.
Habit/Society: Black dragons are found in swamps, marshes, rain forests, and jungles. They revel in a steamy environment where canopies of trees filter out most of the sunlight, swarms of insects fill the air, and stagnant moss-covered ponds lie in abundance. Black dragons are excellent swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in flight; however, they prefer to fly at night when their great forms are hidden by the darkness of the sky. Black dragons are extremely selfish, and the majority of those encountered will be alone. When a family of black dragons is encountered, the adults will protect their young. However, if it appears the adults' lives are in jeopardy they will abandon their young to save themselves.
They lair in large, damp caves and multi-chambered subterranean caverns. Older dragons are able to hide the entrance to their lairs with their plant growth ability. Black dragons are especially fond of coins. Older black dragons sometimes capture and question humans, before killing them, to find out where stockpiles of gold, silver, and platinum coins are kept.
Ecology: Black dragons can eat almost anything, although they prefer to dine primarily on fish, mollusks, and other aquatic creatures. They are fond of eels, especially the giant varieties. They also hunt for red meat, but they like to "pickle" it by letting it lie in ponds within their lair for days before eating it.
Age) Body Lgt. (')/Tail Lgt. (')
1) 3-6/ 2-5
2) 6-15/ 5-12
3) 15-24/ 12-19
4) 24-33/ 19-27
5) 33-42/ 27-35
6) 42-51/ 35-43
7) 51-60/ 43-50
8) 60-69/ 50-57
9) 69-78/ 57-64
10) 78-87/ 64-73
11) 87-96/ 73-80
12) 96-105/ 80-87
Black Dragons by Age
Age Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/Grapple
Wyrmling 4d12+4 (30) 11 10 13 8 11 8 +4/–4
Very young 7d12+7 (52) 13 10 13 8 11 8 +7/+4
Young 10d12+20 (85) 15 10 15 10 11 10 +10/+12
Juvenile 13d12+26 (110) 17 10 15 10 11 10 +13/+16
Young adult 16d12+48 (152) 19 10 17 12 13 12 +16/+24
Adult 19d12+76 (199) 23 10 19 12 13 12 +19/+29
Mature adult 22d12+110 (253) 27 10 21 14 15 14 +22/+38
Old 25d12+125 (287) 29 10 21 14 15 14 +25/+42
Very old 28d12+168 (350) 31 10 23 16 17 16 +28/+46
Ancient 31d12+186 (387) 33 10 23 16 17 16 +31/+50
Wyrm 34d12+238 (459) 35 10 25 18 19 18 +34/+58
Great wyrm 37d12+296 (536) 37 10 27 20 21 20 +37/+62
Age Attack Fort Ref Will Breath Weapon Frightful Presence
Wyrmling +6 +5 +4 +4 2d4 (13) —
Very young +9 +6 +5 +5 4d4 (14) —
Young +9 +7 +7 +7 6d4 (17) —
Juvenile +16 +10 +8 +8 8d4 (18) —
Young adult +19 +13 +10 +11 10d4 (21) 19
Adult +24 +15 +11 +12 12d4 (23) 20
Mature adult +28 +18 +13 +15 14d4 (26) 23
Old +32 +19 +14 +16 16d4 (27) 24
Very old +36 +22 +16 +19 18d4 (30) 27
Ancient +40 +23 +17 +20 20d4 (31) 28
Wyrm +42 +26 +19 +23 22d4 (34) 31
Great wyrm +46 +28 +20 +25 24d4 (36) 33
Black Dragon Abilities by Age
Age Speed AC
Wyrmling 60 ft., fly 100 ft., swim 60 ft. 15 (+2 size,+3 natural), touch 12,flat-footed 15
Very young 60 ft., fly 100 ft., swim 60 ft. 17 (+1 size,+6 natural), touch 11,flat-footed 17
Young 60 ft., fly 150 ft., swim 60 ft. 19 (+9 natural), touch 10,flat-footed 19
Juvenile 60 ft., fly 150 ft., swim 60 ft. 22 (+12 natural), touch 10,flat-footed 22
Young adult 60 ft., fly 150 ft., swim 60 ft. 24 (–1 size,+15 natural), touch 9,flat-footed 24
Adult 60 ft., fly 150 ft., swim 60 ft. 27 (–1 size,+18 natural), touch 9,flat-footed 27
Mature adult 60 ft., fly 150 ft., swim 60 ft. 29 (–2 size,+21 natural), touch 8,flat-footed 29
Old 60 ft., fly 150 ft., swim 60 ft. 32 (–2 size,+24 natural), touch 8,flat-footed 32
Very old 60 ft., fly 150 ft., swim 60 ft. 35 (–2 size,+27 natural), touch 8,flat-footed 35
Ancient 60 ft., fly 150 ft., swim 60 ft. 38 (–2 size,+30 natural), touch 8,flat-footed 38
Wyrm 60 ft., fly 200 ft., swim 60 ft 39 (–4 size,+33 natural), touch 6,flat-footed 39
Great wyrm 60 ft., fly 200 ft., swim 60 ft. 42 (–4 size,+36 natural), touch 6,flat-footed 42
Age Special Abilities Caster Level SR
Wyrmling Immunity to acid,water breathing — —
Very young — — —
Young — — —
Juvenile Darkness — —
Young adult DR 5/magic 1st 17
Adult Corrupt water 3rd 18
Mature adult DR 10/magic 5th 21
Old Plant growth 7th 22
Very old DR 15/magic 9th 23
Ancient Insect plague 11th 25
Wyrm DR 20/magic 13th 26
Great wyrm Charm reptiles 15th 28
Age) Treas. Type/XP Value
1) Nil/ 4,000
2) Nil/ 5,000
3) Nil/ 7,000
4) ½H/ 10,000
5) H/ 12,000
6) H/ 13,000
7) H/ 14,000
8) Hx2/ 15,000
9) Hx2/ 17,000
10) Hx2/ 18,000
11) Hx3/ 19,000
12) Hx3/ 20,000
Type: Dragon (Water)
Climate/Terrain: Any swamp, jungle, and subterranean
Frequency: 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 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Activity Cycle: Any
Diet: Special
Intelligence: Average (8-10)
Treasure: Triple standard
Alignment: Chaotic evil
No. Appearing: 1 (2-5)
Armor Class: 1 (base)
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 —
Movement: 12, Fl 30 (C), Sw 12
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: G (30'base)
Morale: Fanatic (17-18)
XP Value: Variable
Black dragons are abusive, quick to anger, and resent intrusions of any kind. They like dismal surroundings, heavy vegetation, and prefer darkness to daylight. Although not as intelligent as other dragons, black dragons are instinctively cunning and malevolent.
At birth, a black dragon's scales are thin, small, and glossy. But as the dragon ages, its scales become larger, thicker, and duller, which helps it camouflage itself in swamps and marshes. Black dragons speak their own tongue, a tongue common to all evil dragons, and 10% of hatchling black dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat: Black dragons prefer to ambush their targets, using their surroundings as cover. Their favorite targets are men, who they will sometimes stalk for several minutes in an attempt to gauge their strength and wealth before attacking. Against a band of men or a formidable creature, of the marsh can weaken the targets before the dragon joins the fight. Black dragons will also use their breath weapon before closing in melee. When fighting in heavily vegetated swamps and marshes, black dragons attempt to stay in the water or along the ground; the numerous trees and leafy canopies limit their flying maneuverability. When faced with an opponent which poses too much of a threat, a black dragon will attempt to fly out of sight, so it will not leave tracks, and hide in a deep pond or bog.
Breath weapon/special abilities: A black dragon's breath weapon is a 5' wide stream of acid that extends 60' in a straight line from the dragon's head. All creatures caught in this stream must save vs. breath weapon for half damage. A black dragon casts spells and uses its magical abilities at 5th level, plus its combat modifier.
Black dragons are born with an innate water breathing ability and an immunity to acid. As they age, they gain the following additional powers:
Juvenile: darkness three times a day in a 10' radius per age category of the dragon. Adult: corrupt water once a day. For every age category a dragon attains, it can stagnate 10 cubic feet of water, making it become still, foul, inert, and unable to support animal life. When this ability is used against potions and elixirs, they become useless if they roll a 15 or better on 1d20. Old: plant growth once a day. Venerable: summon insects once a day. Great wyrm: charm reptiles three times a day. This operates as a charm mammals spell, but is applicable only to reptiles.
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.
Habit/Society: Black dragons are found in swamps, marshes, rain forests, and jungles. They revel in a steamy environment where canopies of trees filter out most of the sunlight, swarms of insects fill the air, and stagnant moss-covered ponds lie in abundance. Black dragons are excellent swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in flight; however, they prefer to fly at night when their great forms are hidden by the darkness of the sky. Black dragons are extremely selfish, and the majority of those encountered will be alone. When a family of black dragons is encountered, the adults will protect their young. However, if it appears the adults' lives are in jeopardy they will abandon their young to save themselves.
They lair in large, damp caves and multi-chambered subterranean caverns. Older dragons are able to hide the entrance to their lairs with their plant growth ability. Black dragons are especially fond of coins. Older black dragons sometimes capture and question humans, before killing them, to find out where stockpiles of gold, silver, and platinum coins are kept.
Ecology: Black dragons can eat almost anything, although they prefer to dine primarily on fish, mollusks, and other aquatic creatures. They are fond of eels, especially the giant varieties. They also hunt for red meat, but they like to "pickle" it by letting it lie in ponds within their lair for days before eating it.
Age) Body Lgt. (')/Tail Lgt. (')
1) 3-6/ 2-5
2) 6-15/ 5-12
3) 15-24/ 12-19
4) 24-33/ 19-27
5) 33-42/ 27-35
6) 42-51/ 35-43
7) 51-60/ 43-50
8) 60-69/ 50-57
9) 69-78/ 57-64
10) 78-87/ 64-73
11) 87-96/ 73-80
12) 96-105/ 80-87
Black Dragons by Age
Age Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/Grapple
Wyrmling 4d12+4 (30) 11 10 13 8 11 8 +4/–4
Very young 7d12+7 (52) 13 10 13 8 11 8 +7/+4
Young 10d12+20 (85) 15 10 15 10 11 10 +10/+12
Juvenile 13d12+26 (110) 17 10 15 10 11 10 +13/+16
Young adult 16d12+48 (152) 19 10 17 12 13 12 +16/+24
Adult 19d12+76 (199) 23 10 19 12 13 12 +19/+29
Mature adult 22d12+110 (253) 27 10 21 14 15 14 +22/+38
Old 25d12+125 (287) 29 10 21 14 15 14 +25/+42
Very old 28d12+168 (350) 31 10 23 16 17 16 +28/+46
Ancient 31d12+186 (387) 33 10 23 16 17 16 +31/+50
Wyrm 34d12+238 (459) 35 10 25 18 19 18 +34/+58
Great wyrm 37d12+296 (536) 37 10 27 20 21 20 +37/+62
Age Attack Fort Ref Will Breath Weapon Frightful Presence
Wyrmling +6 +5 +4 +4 2d4 (13) —
Very young +9 +6 +5 +5 4d4 (14) —
Young +9 +7 +7 +7 6d4 (17) —
Juvenile +16 +10 +8 +8 8d4 (18) —
Young adult +19 +13 +10 +11 10d4 (21) 19
Adult +24 +15 +11 +12 12d4 (23) 20
Mature adult +28 +18 +13 +15 14d4 (26) 23
Old +32 +19 +14 +16 16d4 (27) 24
Very old +36 +22 +16 +19 18d4 (30) 27
Ancient +40 +23 +17 +20 20d4 (31) 28
Wyrm +42 +26 +19 +23 22d4 (34) 31
Great wyrm +46 +28 +20 +25 24d4 (36) 33
Black Dragon Abilities by Age
Age Speed AC
Wyrmling 60 ft., fly 100 ft., swim 60 ft. 15 (+2 size,+3 natural), touch 12,flat-footed 15
Very young 60 ft., fly 100 ft., swim 60 ft. 17 (+1 size,+6 natural), touch 11,flat-footed 17
Young 60 ft., fly 150 ft., swim 60 ft. 19 (+9 natural), touch 10,flat-footed 19
Juvenile 60 ft., fly 150 ft., swim 60 ft. 22 (+12 natural), touch 10,flat-footed 22
Young adult 60 ft., fly 150 ft., swim 60 ft. 24 (–1 size,+15 natural), touch 9,flat-footed 24
Adult 60 ft., fly 150 ft., swim 60 ft. 27 (–1 size,+18 natural), touch 9,flat-footed 27
Mature adult 60 ft., fly 150 ft., swim 60 ft. 29 (–2 size,+21 natural), touch 8,flat-footed 29
Old 60 ft., fly 150 ft., swim 60 ft. 32 (–2 size,+24 natural), touch 8,flat-footed 32
Very old 60 ft., fly 150 ft., swim 60 ft. 35 (–2 size,+27 natural), touch 8,flat-footed 35
Ancient 60 ft., fly 150 ft., swim 60 ft. 38 (–2 size,+30 natural), touch 8,flat-footed 38
Wyrm 60 ft., fly 200 ft., swim 60 ft 39 (–4 size,+33 natural), touch 6,flat-footed 39
Great wyrm 60 ft., fly 200 ft., swim 60 ft. 42 (–4 size,+36 natural), touch 6,flat-footed 42
Age Special Abilities Caster Level SR
Wyrmling Immunity to acid,water breathing — —
Very young — — —
Young — — —
Juvenile Darkness — —
Young adult DR 5/magic 1st 17
Adult Corrupt water 3rd 18
Mature adult DR 10/magic 5th 21
Old Plant growth 7th 22
Very old DR 15/magic 9th 23
Ancient Insect plague 11th 25
Wyrm DR 20/magic 13th 26
Great wyrm Charm reptiles 15th 28
Age) Treas. Type/XP Value
1) Nil/ 4,000
2) Nil/ 5,000
3) Nil/ 7,000
4) ½H/ 10,000
5) H/ 12,000
6) H/ 13,000
7) H/ 14,000
8) Hx2/ 15,000
9) Hx2/ 17,000
10) Hx2/ 18,000
11) Hx3/ 19,000
12) Hx3/ 20,000