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Initiative Cards: Monster Set 1: The Black Dragon

by Rich Redman
Editing: Marc Schmalz
Layout and Typesetting: Marc Schmalz

Introduction

Dragons are among the most complex creatures in the d20 System. GMs can spend hours aging a dragon for a home campaign, and there's little to guarantee that the final stat block will be correct.

When developing the cards for Initiative Cards: Monster Set 1 and Monster Set 2, The Game Mechanics decided to create one of each basic dragon and age it for inclusion in the cards. With the work done, we're sharing the completed dragons as well. The next time you need a dragon, you can simple grab one of these and tweak it to suit your campaign.

As we said, dragons are complex creatures, and even experienced d20 System developers can make mistakes. If you find any errors in our work, please take the time to visit our website and post your findings (and the supporting data) to our message boards. We'll try to make sure that both the Initiative Cards and this publication are corrected.

Black Dragon

The following traits are common to black dragons of all age categories.

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 —

Wyrmling Black Dragon

Tiny Dragon (water)

Hit Dice: 4d12+4 (30 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 100 ft. (average), swim 60 ft.

Armor Class: 15, touch 12, flat-footed 15

Base Attack/Grapple: +4/-4

Attack: +6 melee (1d4, bite)

Full Attack: +6 melee (1d4, bite), +4 melee (1d3, 2 claws)

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

Special Attacks: Breath weapon

Special Qualities: Blindsense 60 ft., darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, water breathing

Saves: Fort +5, Ref +4, Will +4

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

Skills: Diplomacy +6, Hide +8, Intimidate +6, Listen +7, Move Silently +7, Spot +7, Swim +8

Feats: Improved Natural Armor, Multiattack

Combat

Breath Weapon (Su): 30-ft. line, 2d4 acid, Reflex DC 13 half.

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

Very Young Black Dragon

Small Dragon (water)

Hit Dice: 7d12+7 (52 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 100 ft. (average), swim 60 ft.

Armor Class: 17, touch 11, flat-footed 17

Base Attack/Grapple: +7/+4

Attack: +9 melee (1d6+1, bite)

Full Attack: +9 melee (1d6+1, bite), +7 melee (1d4, 2 claws)

Space/Reach: 5 ft./5 ft.

Special Attacks: Breath weapon

Special Qualities: Blindsense 60 ft., darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, water breathing

Saves: Fort +6, Ref +5, Will +5

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

Skills: Diplomacy +6, Hide +12, Intimidate +6, Listen +7, Move Silently +7, Search +6, Spot +7, Swim +9

Feats: Improved Natural Armor, Multiattack, Wingover

Combat

Breath Weapon (Su): 40-ft. line, 4d4 acid, Reflex DC 14 half.

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

Young Black Dragon

Medium Dragon (water)

Hit Dice: 10d12+20 (85 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.

Armor Class: 19, touch 10, flat-footed 19

Base Attack/Grapple: +10/+12

Attack: +12 melee (1d8+2, bite)

Full Attack: +12 melee (1d8+2, bite), +10 melee (1d6+1, 2 claws), +10 melee (1d4+1, 2 wings)

Space/Reach: 5 ft./5 ft.

Special Attacks: Breath weapon

Special Qualities: Blindsense 60 ft., darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, water breathing

Saves: Fort +9, Ref +7, Will +7

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

Skills: Diplomacy +7, Hide +12, Intimidate +13, Listen +13, Move Silently +7, Search +13, Spot +13, Swim +10

Feats: Improved Initiative, Improved Natural Armor, Multiattack, Wingover

Combat

Breath Weapon (Su): 60-ft. line, 6d4 acid, Reflex DC 17 half.

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

Juvenile Black Dragon

Medium Dragon (water)

Hit Dice: 13d12+26 (110 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.

Armor Class: 22, touch 10, flat-footed 22

Base Attack/Grapple: +13/+16

Attack: +16 melee (1d8+3, bite)

Full Attack: +16 melee (1d8+3, bite), +14 melee (1d6+1, 2 claws), +14 melee (1d4+1, 2 wings)

Space/Reach: 5 ft./5 ft.

Special Attacks: Breath weapon, darkness

Special Qualities: Blindsense 60 ft., darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, water breathing

Saves: Fort +9, Ref +7, Will +7

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

Skills: Diplomacy +7, Hide +12, Intimidate +13, Listen +13, Move Silently +7, Search +13, Spot +13, Swim +11

Feats: Improved Initiative, Improved Natural Armor, Multiattack, Power Attack, Wingover

Combat

Breath Weapon (Su): 60-ft. line, 8d4 acid, Reflex DC 18 half.

Darkness (Sp): 3/day—as darkness, but 40-foot radius. Caster level 4th.

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

Young Adult Black Dragon

Large Dragon (water)

Hit Dice: 16d12+48 (152 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.

Armor Class: 24, touch 9, flat-footed 24

Base Attack/Grapple: +16/+24

Attack: +20 melee (2d6+4, bite)

Full Attack: +20 melee (2d6+4, bite), +17 melee (1d8+2, 2 claws), +17 melee (1d6+2, 2 wings), +17 melee (1d8+6, tail slap)

Space/Reach: 10 ft./5 ft. (10 ft. with bite)

Special Attacks: Breath weapon, darkness, frightful presence, spells

Special Qualities: Blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, spell resistance 17, water breathing

Saves: Fort +13, Ref +10, Will +11

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

Skills: Bluff +5, Climb +11, Diplomacy +8, Hide +10, Intimidate +14, Listen +14, Move Silently +10, Search +14, Speak language 6 ranks, Spot +14, Swim +12

Feats: Improved Initiative, Improved Natural Armor, Multiattack, Power Attack, Weapon Focus (bite), Wingover

Combat

Breath Weapon (Su): 80-ft. line, 10d4 acid, Reflex DC 21 half.

Frightful Presence (Ex): 150-ft. radius, HD 15 or less, Will DC 19 negates.

Darkness: 3/day—as darkness, but 50-foot radius. Caster level 5th.

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

Spells: As 1st-level sorcerer.

Sorcerer Spells Known (5/4, save DC 11+spell level): 0—daze, detect magic, ray of frost, resistance; 1st—mage armor, protection from good.

Adult Black Dragon

Large Dragon (water)

Hit Dice: 19d12+76 (199 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.

Armor Class: 27, touch 9, flat-footed 27

Base Attack/Grapple: +19/+29

Attack: +25 melee (2d6+6, bite)

Full Attack: +25 melee (2d6+6, bite), +22 melee (1d8+3, 2 claws), +22 melee (1d6+3, 2 wings), +22 melee (1d8+9, tail slap)

Space/Reach: 10 ft./5 ft. (10 ft. with bite)

Special Attacks: Breath weapon, corrupt water, darkness, frightful presence, spells

Special Qualities: Blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, spell resistance 18, water breathing

Saves: Fort +15, Ref +11, Will +12

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

Skills: Bluff +6, Climb +14, Diplomacy +10, Hide +10, Intimidate +16, Listen +17, Move Silently +12, Search +17, Speak language 6 ranks, Spot +17, Swim +14

Feats: Cleave, Improved Initiative, Improved Natural Armor, Multiattack, Power Attack, Weapon Focus (bite), Wingover

Combat

Breath Weapon (Su): 80-ft. line, 12d4 acid, Reflex DC 23 half.

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 liquid containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 20) or become fouled. This ability is the equivalent of a 1st-level spell. It’s range is 180 ft.

Frightful Presence (Ex): 180-ft. radius, HD 18 or less, Will DC 20 negates.

Darkness: 3/day—as darkness, but 60-foot radius. Caster level 6th.

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

Spells: As 3rd-level sorcerer.

Sorcerer Spells Known (6/6, save DC 11+spell level): 0—daze, detect magic, ray of frost, read magic, resistance; 1st—mage armor, protection from good, shield.

Mature Adult Black Dragon

Huge Dragon (water)

Hit Dice: 22d12+110 (253 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.

Armor Class: 29, touch 8, flat-footed 29

Base Attack/Grapple: +22/+38

Attack: +29 melee (2d8+8, bite)

Full Attack: +29 melee (2d8+8, bite), +26 melee (2d6+4, 2 claws), +26 melee (1d8+4, 2 wings), +26 melee (2d6+12, tail slap)

Space/Reach: 15 ft./10 ft. (15 ft. with bite)

Special Attacks: Breath weapon, crush, corrupt water, darkness, frightful presence, snatch, spells

Special Qualities: Blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, spell resistance 21, water breathing

Saves: Fort +18, Ref +13, Will +15

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

Skills: Bluff +7, Climb +16, Diplomacy +12, Hide +10, Intimidate +17, Knowledge (arcana) +27, Listen +18, Move Silently +12, Search +18, Speak language 6 ranks, Spellcraft +14, Spot +18, Swim +16

Feats: Cleave, Improved Initiative, Improved Natural Armor, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Wingover

Combat

Breath Weapon (Su): 100-ft. line, 14d4 acid, Reflex DC 26 half.

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 liquid containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 23) or become fouled. This ability is the equivalent of a 1st-level spell. It’s range is 210 ft.

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+12 points of bludgeoning damage, and must succeed on a DC 26 Reflex save or be pinned; grapple bonus +38.

Frightful Presence (Ex): 210-ft. radius, HD 21 or less, Will DC 23 negates.

Darkness: 3/day—as darkness, but 70-foot radius. Caster level 7th.

Snatch: Grapple bonus +38; claw against creature of Small or smaller for (2d6+4/round, bite against Small or smaller for 2d8+8/round; snatched creature can be flung 1d6x10 ft for 1d6 points of damage per 10 feet traveled.

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

Spells: As 5th-level sorcerer.

Sorcerer Spells Known (6/6/5, save DC 12+spell level): 0—daze, detect magic, flare, ray of frost, read magic, resistance; 1st—identify, mage armor, protection from good, shield; 2nd—detect thoughts, see invisibility.

Old Black Dragon

Huge Dragon (water)

Hit Dice: 25d12+125 (287 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.

Armor Class: 32, touch 8, flat-footed 32

Base Attack/Grapple: +25/+42

Attack: +33 melee (2d8+9, bite)

Full Attack: +33 melee (2d8+9, bite), +30 melee (2d6+4, 2 claws), +30 melee (1d8+4, 2 wings), +30 melee (2d6+13, tail slap)

Space/Reach: 15 ft./10 ft. (15 ft. with bite)

Special Attacks: Breath weapon, crush, corrupt water, frightful presence, spell-like abilities, snatch, spells

Special Qualities: Blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, spell resistance 21, water breathing

Saves: Fort +18, Ref +13, Will +15

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

Skills: Bluff +8, Climb +17, Diplomacy +14, Hide +10, Intimidate +22, Knowledge (arcana) +27, Knowledge (nature) +20, Listen +18, Move Silently +12, Search +18, Speak language 6 ranks, Spellcraft +14, Spot +18, Swim +17

Feats: Cleave, Hover, Improved Initiative, Improved Natural Armor, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Wingover

Combat

Breath Weapon (Su): 100-ft. line, 16d4 acid, Reflex DC 27 half.

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 liquid containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 24) or become fouled. This ability is the equivalent of a 1st-level spell. It’s range is 240 ft.

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+13 points of bludgeoning damage, and must succeed on a DC 27 Reflex save or be pinned; grapple bonus +42.

Frightful Presence (Ex): 240-ft. radius, HD 24 or less, Will DC 24 negates.

Snatch: Grapple bonus +42; claw against creature of Small or smaller for (2d6+4/round, bite against Small or smaller for 2d8+9/round; snatched creature can be flung 1d6x10 ft for 1d6 points of damage per 10 feet traveled.

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

Spells: As 7th-level sorcerer.

Sorcerer Spells Known (6/7/7/4, save DC 12+spell level): 0—daze, detect magic, flare, ghost sound, ray of frost, read magic, resistance; 1st—identify, mage armor, protection from good, shield, true strike; 2nd—detect thoughts, locate object, see invisibility; 3rd—dispel magic, nondetection.

Spell-Like Abilities: 3/day—as darkness, but 80-foot radius; 1/day—plant growth. Caster level 8th.

Very Old Black Dragon

Huge Dragon (water)

Hit Dice: 28d12+168 (350 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.

Armor Class: 35, touch 8, flat-footed 35

Base Attack/Grapple: +28/+46

Attack: +37 melee (2d8+10, bite)

Full Attack: +37 melee (2d8+10, bite), +34 melee (2d6+5, 2 claws), +34 melee (1d8+5, 2 wings), +34 melee (2d6+15, tail slap)

Space/Reach: 15 ft./10 ft. (15 ft. with bite)

Special Attacks: Breath weapon, crush, corrupt water, frightful presence, spell-like abilities, snatch, spells

Special Qualities: Blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, spell resistance 23, water breathing

Saves: Fort +22, Ref +16, Will +19

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

Skills: Bluff +12, Climb +20, Diplomacy +20, Hide +11, Intimidate +28, Knowledge (arcana) +31, Knowledge (nature) +24, Listen +26, Move Silently +23, Search +26, Speak language 6 ranks, Spellcraft +15, Spot +26, Swim +18

Feats: Cleave, Hover, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Wingover

Combat

Breath Weapon (Su): 100-ft. line, 18d4 acid, Reflex DC 30 half.

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 liquid containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 27) or become fouled. This ability is the equivalent of a 1st-level spell. It’s range is 270 ft.

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+15 points of bludgeoning damage, and must succeed on a DC 30 Reflex save or be pinned; grapple bonus +46.

Frightful Presence (Ex): 270-ft. radius, HD 27or less, Will DC 27 negates.

Snatch: Grapple bonus +46; claw against creature of Small or smaller for (2d6+5/round, bite against Small or smaller for 2d8+10/round; snatched creature can be flung 1d6x10 ft for 1d6 points of damage per 10 feet traveled.

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

Spells: As 9th-level sorcerer.

Sorcerer Spells Known (6/7/7/7/4, save DC 13+spell level): 0—dancing lights, daze, detect magic, flare, ghost sound, ray of frost, read magic, resistance; 1st—identify, mage armor, protection from good, shield, true strike; 2nd—detect thoughts, locate object, obscure object, see invisibility; 3rd—dispel magic, nondetection, tongues; 4th—arcane eye, detect scrying.

Spell-Like Abilities: 3/day—as darkness, but 90-foot radius; 1/day—plant growth. Caster level 9th.

Ancient Black Dragon

Huge Dragon (water)

Hit Dice: 31d12+186 (387 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.

Armor Class: 38, touch 8, flat-footed 38

Base Attack/Grapple: +31/+50

Attack: +41 melee (2d8+11, bite)

Full Attack: +41 melee (2d8+11, bite), +38 melee (2d6+5, 2 claws), +38 melee (1d8+5, 2 wings), +38 melee (2d6+16, tail slap)

Space/Reach: 15 ft./10 ft. (15 ft. with bite)

Special Attacks: Breath weapon, crush, corrupt water, frightful presence, spell-like abilities, snatch, spells

Special Qualities: Blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, spell resistance 25, water breathing

Saves: Fort +23, Ref +17, Will +20

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

Skills: Bluff +12, Climb +21, Diplomacy +23, Hide +14, Intimidate +31, Knowledge (arcana) +34, Knowledge (nature) +27, Listen +29, Move Silently +26, Search +29, Speak language 6 ranks, Spellcraft +15, Spot +29, Swim +19

Feats: Awesome Blow, Cleave, Hover, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Wingover

Combat

Breath Weapon (Su): 100-ft. line, 20d4 acid, Reflex DC 31 half.

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 liquid containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 28) or become fouled. This ability is the equivalent of a 1st-level spell. It’s range is 300 ft.

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+16 points of bludgeoning damage, and must succeed on a DC 31 Reflex save or be pinned; grapple bonus +50.

Frightful Presence (Ex): 300-ft. radius, HD 30 or less, Will DC 28 negates.

Snatch: Grapple bonus +50; claw against creature of Small or smaller for (2d6+5/round, bite against Small or smaller for 2d8+11/round; snatched creature can be flung 1d6x10 ft for 1d6 points of damage per 10 feet traveled.

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

Spells: As 11th-level sorcerer.

Sorcerer Spells Known (6/7/7/7/6/4, save DC 13+spell level): 0—arcane mark, dancing lights, daze, detect magic, flare, ghost sound, ray of frost, read magic, resistance; 1st—identify, mage armor, protection from good, shield, true strike; 2nd—detect thoughts, invisibility, locate object, obscure object, see invisibility; 3rd—dispel magic, displacement, nondetection, tongues; 4th—arcane eye, detect scrying, scrying; 5th—dismissal, prying eyes.

Spell-Like Abilities: 3/day—as darkness, but 100-foot radius, insect plague; 1/day—plant growth. Caster level 11th.

Wyrm Black Dragon

Gargantuan Dragon (water)

Hit Dice: 34d12+238 (459 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 200 ft. (clumsy), swim 60 ft.

Armor Class: 39, touch 6, flat-footed 39

Base Attack/Grapple: +34/+58

Attack: +43 melee (4d6+12, bite)

Full Attack: +43 melee (4d6+12, bite), +40 melee (2d8+6, 2 claws), +40 melee (2d6+6, 2 wings), +40 melee (2d8+18, tail slap)

Space/Reach: 20 ft./15 ft. (20 ft. with bite)

Special Attacks: Breath weapon, crush, corrupt water, frightful presence, spell-like abilities, snatch, spells

Special Qualities: Blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, spell resistance 26, water breathing

Saves: Fort +26, Ref +19, Will +23

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

Skills: Bluff +16, Climb +26, Diplomacy +28, Hide +16, Intimidate +36, Knowledge (arcana) +39, Knowledge (nature) +32, Listen +36, Move Silently +32, Search +36, Sense Motive +6, Speak language 6 ranks, Spellcraft +16, Spot +36, Swim +20

Feats: Awesome Blow, Cleave, Hover, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Sunder, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Wingover

Combat

Breath Weapon (Su): 120-ft. line, 22d4 acid, Reflex DC 34 half.

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 liquid containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 31) or become fouled. This ability is the equivalent of a 1st-level spell. It’s range is 330 ft.

Crush (Ex): Area 20 ft. by 20 ft.; Small or smaller opponents take 4d6+18 points of bludgeoning damage, and must succeed on a DC 34 Reflex save or be pinned; grapple bonus +58.

Frightful Presence (Ex): 330-ft. radius, HD 33 or less, Will DC 31 negates.

Snatch: Grapple bonus +58; claw against creature of Medium or smaller for (2d8+6/round, bite against Medium or smaller for 4d6+12/round; snatched creature can be flung 1d6x10 ft for 1d6 points of damage per 10 feet traveled.

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

Spells: As 13th-level sorcerer.

Sorcerer Spells Known (6/7/7/7/7/6/4, save DC 14+spell level): 0—arcane mark, dancing lights, daze, detect magic, flare, ghost sound, ray of frost, read magic, resistance; 1st—identify, mage armor, protection from good, shield, true strike; 2nd—detect thoughts, invisibility, locate object, obscure object, see invisibility; 3rd—dispel magic, displacement, nondetection, tongues; 4th—arcane eye, detect scrying, greater invisibility, scrying; 5th—dismissal, permanency, prying eyes; 6th—greater dispel magic, mislead.

Spell-Like Abilities: 3/day—as darkness, but 110-foot radius, insect plague; 1/day—plant growth. Caster level 13th.

Great Wyrm Black Dragon

Gargantuan Dragon (water)

Hit Dice: 37d12+296 (536 hp)

Initiative: +0

Speed: 60 ft. (12 squares), fly 200 ft. (clumsy), swim 60 ft.

Armor Class: 42, touch 6, flat-footed 42

Base Attack/Grapple: +37/+62

Attack: +47 melee (4d6+13, bite)

Full Attack: +47 melee (4d6+13, bite), +43 melee (2d8+6, 2 claws), +43 melee (2d6+6, 2 wings), +43 melee (2d8+19, tail slap)

Space/Reach: 20 ft./15 ft. (20 ft. with bite)

Special Attacks: Breath weapon, charm reptiles, crush, corrupt water, frightful presence, spell-like abilities, spells

Special Qualities: Blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., immunity to acid, sleep, and paralysis, low-light vision, spell resistance 28, water breathing

Saves: Fort +28, Ref +20, Will +25

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

Skills: Bluff +22, Climb +32, Diplomacy +36, Hide +21, Intimidate +42, Knowledge (arcana) +45, Knowledge (nature) +38, Listen +42, Move Silently +37, Search +42, Sense Motive +12, Speak language 6 ranks, Spellcraft +17, Spot +42, Swim +21

Feats: Awesome Blow, Cleave, Flyby Attack, Hover, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Sunder, Multiattack, Power Attack, Snatch, Weapon Focus (bite), Wingover

Combat

Breath Weapon (Su): 120-ft. line, 24d4 acid, Reflex DC 36 half.

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.

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 liquid containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 33) or become fouled. This ability is the equivalent of a 1st-level spell. It’s range is 360 ft.

Crush (Ex): Area 20 ft. by 20 ft.; Small or smaller opponents take 4d6+19 points of bludgeoning damage, and must succeed on a DC 36 Reflex save or be pinned; grapple bonus +62.

Frightful Presence (Ex): 360-ft. radius, HD 36 or less, Will DC 33 negates.

Snatch: Grapple bonus +62; claw against creature of Medium or smaller for (2d8+6/round, bite against Medium or smaller for 4d6+13/round; snatched creature can be flung 1d6x10 ft for 1d6 points of damage per 10 feet traveled.

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

Spells: As 15th-level sorcerer.

Sorcerer Spells Known (6/7/7/7/7/7/6/4, save DC 15+spell level): 0—arcane mark, dancing lights, daze, detect magic, flare, ghost sound, ray of frost, read magic, resistance; 1st—identify, mage armor, protection from good, shield, true strike; 2nd—detect thoughts, invisibility, locate object, obscure object, see invisibility; 3rd—dispel magic, displacement, nondetection, tongues; 4th—arcane eye, detect scrying, greater invisibility, scrying; 5th—baleful polymorph, dismissal, permanency, prying eyes; 6th—greater dispel magic, legend lore, mislead; 7th—greater teleport, spell turning.

Spell-Like Abilities: 3/day—as darkness, but 120-foot radius, insect plague; 1/day—plant growth. Caster level 15th.

 

Please download the PDF version of this document to see the sample Initiative Cards for this dragon.


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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
 
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