|
Download this
publication
in PDF format. |
Initiative Cards: Monster Set 1: The Gold Dragon
by JD Wiker
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 One and Monster Set Two, 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.
Gold Dragon
The following traits are common to gold dragons of all age categories.
Environment: Warm plains
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 Ratings: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 27
Treasure: Triple standard
Alignment: Always lawful good
Advancement: Wyrmling 9-10 HD; very young 12-13 HD; young 15-16 HD; juvenile 18-19 HD; young adult 21-22 HD; adult 24-25 HD; mature adult 27-28 HD; old 30-31 HD; very old 33-34 HD; ancient 36-37 HD; wyrm 39-40 HD; great wyrm 42+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others --
Wyrmling Gold Dragon
Medium Dragon (fire)
Hit Dice: 8d12+16 (68 hp)
Initiative: +0
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Armor Class: 17, touch 10, flat-footed 17
Armor Class:+8/+11
Attack: +11 melee (1d8+3, bite)
Full Attack: +11 melee (1d8+3, bite) and +9 melee (1d6+1, 2 claws) and +9 melee (1d4+1, 2 wings)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Alternate form, blindsense 60 ft., darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, vulnerable to cold, water breathing.
Saves: Fort +8, Ref +6, Will +8
Abilities: Str 17, Dex 10, Con 15, Int 14, Wis 15, Cha 14
Skills: Diplomacy +13, Disguise +13, Heal +13, Intimidate +13, Listen +13, Search +13, Spot +13, Swim +14
Feats: Blind-Fight, Hover, Multiattack
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 1st), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 30-ft. cone of fire, damage 2d10 fire, Reflex DC 16 half; or 30-ft. cone of weakening gas, 1 points Strength damage, Fortitude DC 16 negates.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Very Young Gold Dragon
Large Dragon (fire)
Hit Dice: 11d12+33 (104 hp)
Initiative: +0
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Armor Class: 19, touch 9, flat-footed 19
Armor Class:+11/+20
Attack: +15 melee (2d6+5, bite)
Full Attack: +15 melee (2d6+5, bite) and +13 melee (1d8+2, 2 claws) and +13 melee (1d6+2, 2 wings) and +13 melee (1d8+7, tail slap)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Breath weapon
Special Qualities: Alternate form, blindsense 60 ft., darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, vulnerable to cold, water breathing.
Saves: Fort +10, Ref +7, Will +10
Abilities: Str 21, Dex 10, Con 17, Int 16, Wis 17, Cha 16
Skills: Diplomacy +17, Disguise +17, Heal +17, Intimidate +17, Knowledge (history) +6, Listen +19, Search +17, Sense Motive +6, Spot +19, Swim +16
Feats: Alertness, Blind-Fight, Hover, Multiattack
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 1st), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 40-ft. cone of fire, damage 4d10 fire, Reflex DC 18 half; or 40-ft. cone of weakening gas, 2 points Strength damage, Fortitude DC 18 negates.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Young Gold Dragon
Large Dragon (fire)
Hit Dice: 14d12+42 (133 hp)
Initiative: +0
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Armor Class: 22, touch 9, flat-footed 22
Armor Class:+14/+25
Attack: +20 melee (2d6+7, bite)
Full Attack: +20 melee (2d6+7, bite) and +18 melee (1d8+3, 2 claws) and +18 melee (1d6+3, 2 wings) and +18 melee (1d8+10, tail slap)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Breath weapon, spells
Special Qualities: Alternate form, blindsense 60 ft., darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, vulnerable to cold, water breathing.
Saves: Fort +12, Ref +9, Will +12
Abilities: Str 25, Dex 10, Con 17, Int 16, Wis 17, Cha 16
Skills: Concentration +6, Diplomacy +19, Disguise +17, Heal +20, Intimidate +17, Knowledge (arcana) +6, Knowledge (history) +6, Listen +22, Search +20, Sense Motive +9, Spellcraft +6, Spot +22, Swim +18
Feats: Alertness, Blind-Fight, Flyby Attack, Hover, Multiattack
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 1st), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 40-ft. cone of fire, damage 6d10 fire, Reflex DC 20 half; or 40-ft. cone of weakening gas, 3 points Strength damage, Fortitude DC 20 negates.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: As 1st-level sorcerer.
Sorcerer Spells Known (5/4; save DC 14 + spell level): 0--detect magic, detect poison, light, read magic; 1st--identify, mage armor.
Juvenile Gold Dragon
Large Dragon (fire)
Hit Dice: 17d12+68 (178 hp)
Initiative: +4
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Armor Class: 25, touch 9, flat-footed 25
Armor Class:+17/+30
Attack: +25 melee (2d6+9, bite)
Full Attack: +25 melee (2d6+9, bite) and +23 melee (1d8+4, 2 claws) and +23 melee (1d6+4, 2 wings) and +23 melee (1d8+13, tail slap)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Breath weapon, spells
Special Qualities: Alternate form, blindsense 60 ft., darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, spell-like abilities, vulnerable to cold, water breathing.
Saves: Fort +14, Ref +10, Will +14
Abilities: Str 29, Dex 10, Con 19, Int 18, Wis 19, Cha 18
Skills: Concentration +10, Diplomacy +20, Disguise +18, Heal +24, Intimidate +18, Knowledge (arcana) +10, Knowledge (history) +10, Listen +26, Search +24, Sense Motive +13, Spellcraft +12, Spot +26, Swim +20
Feats: Alertness, Blind-Fight, Flyby Attack, Hover, Improved Initiative, Multiattack
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 3rd), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 40-ft. cone of fire, damage 8d10 fire, Reflex DC 22 half; or 40-ft. cone of weakening gas, 4 points Strength damage, Fortitude DC 22 negates.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: As 3rd-level sorcerer.
Sorcerer Spells Known (6/6; save DC 14 + spell level): 0--detect magic, detect poison, light, mending, read magic; 1st--identify, mage armor, sleep.
Other Spell-Like Abilities: 3/day--bless.
Young Adult Gold Dragon
Huge Dragon (fire)
Hit Dice: 20d12+100 (230 hp)
Initiative: +4
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Armor Class: 27, touch 8, flat-footed 27
Armor Class:+20/+38
Attack: +28 melee (2d8+10, bite)
Full Attack: +28 melee (2d8+10, bite) and +26 melee (2d6+5, 2 claws) and +26 melee (1d8+5, 2 wings) and +26 melee (2d6+15, tail slap)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, spells
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, spell-like abilities, spell resistance 21, vulnerable to cold, water breathing.
Saves: Fort +17, Ref +12, Will +16
Abilities: Str 31, Dex 10, Con 21, Int 18, Wis 19, Cha 18
Skills: Concentration +14, Diplomacy +23, Disguise +19, Heal +27, Intimidate +19, Knowledge (arcana) +13, Knowledge (history) +10, Listen +29, Search +27, Sense Motive +14, Spellcraft +15, Spot +29, Swim +21
Feats: Alertness, Blind-Fight, Enlarge Spell, Flyby Attack, Hover, Improved Initiative, Multiattack
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 5th), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 50-ft. cone of fire, damage 10d10 fire, Reflex DC 25 half; or 50-ft. cone of weakening gas, 5 points Strength damage, Fortitude DC 25 negates.
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 25 Reflex save or be pinned; grapple bonus +42.
Frightful Presence (Ex): 150-ft. radius, HD 19 or less, Will DC 24 negates.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: As 5th-level sorcerer.
Sorcerer Spells Known (6/7/5; save DC 14 + spell level): 0--detect magic, detect poison, ghost sound, light, mending, read magic; 1st--charm person, identify, mage armor, sleep; 2nd--hypnotic pattern, resist energy.
Other Spell-Like Abilities: 3/day--bless.
Adult Gold Dragon
Huge Dragon (fire)
Hit Dice: 23d12+115 (264 hp)
Initiative: +4
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Armor Class: 30, touch 8, flat-footed 30
Armor Class:+23/+42
Attack: +32 melee (2d8+11, bite)
Full Attack: +32 melee (2d8+11, bite) and +30 melee (2d6+5, 2 claws) and +30 melee (1d8+5, 2 wings) and +30 melee (2d6+16, tail slap)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, spells
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, luck bonus, spell-like abilities, spell resistance 23, vulnerable to cold, water breathing.
Saves: Fort +18, Ref +13, Will +18
Abilities: Str 33, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Skills: Concentration +17, Diplomacy +27, Disguise +21, Heal +26, Intimidate +21, Knowledge (arcana) +17, Knowledge (history) +13, Listen +33, Search +31, Sense Motive +17, Spellcraft +19, Spot +33, Swim +22
Feats: Alertness, Blind-Fight, Enlarge Spell, Extend Spell, Flyby Attack, Hover, Improved Initiative, Multiattack
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 7th), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 50-ft. cone of fire, damage 12d10 fire, Reflex DC 26 half; or 50-ft. cone of weakening gas, 6 points Strength damage, Fortitude DC 26 negates.
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 26 Reflex save or be pinned; grapple bonus +42.
Frightful Presence (Ex): 180-ft. radius, HD 22 or less, Will DC 26 negates.
Luck Bonus (Sp): Once per day the dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: As 7th-level sorcerer.
Sorcerer Spells Known (6/8/7/5; save DC 15 + spell level): 0--dancing lights, detect magic, detect poison, ghost sound, light, mending, read magic; 1st--charm person, identify, mage armor, sleep, ray of enfeeblement; 2nd--eagle’s splendor, hypnotic pattern, resist energy; 3rd--dispel magic, protection from energy.
Other Spell-Like Abilities: 3/day--bless.
Mature Adult Gold Dragon
Huge Dragon (fire)
Hit Dice: 26d12+156 (325 hp)
Initiative: +4
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Armor Class: 33, touch 8, flat-footed 33
Armor Class:+26/+46
Attack: +36 melee (2d8+12, bite)
Full Attack: +36 melee (2d8+12, bite) and +34 melee (2d6+6, 2 claws) and +34 melee (1d8+6, 2 wings) and +34 melee (2d6+18, tail slap)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, spells
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, luck bonus, spell-like abilities, spell resistance 25, vulnerable to cold, water breathing.
Saves: Fort +21, Ref +15, Will +20
Abilities: Str 35, Dex 10, Con 23, Int 20, Wis 21, Cha 20
Skills: Concentration +22, Diplomacy +30, Disguise +21, Heal +34, Intimidate +23, Knowledge (arcana) +20, Knowledge (history) +15, Listen +36, Search +34, Sense Motive +20, Spellcraft +21, Spot +36, Swim +23
Feats: Alertness, Blind-Fight, Enlarge Spell, Extend Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Quicken Spell
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 9th), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 50-ft. cone of fire, damage 14d10 fire, Reflex DC 29 half; or 50-ft. cone of weakening gas, 7 points Strength damage, Fortitude DC 29 negates.
Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+18 points of bludgeoning damage, and must succeed on a DC 29 Reflex save or be pinned; grapple bonus +46.
Frightful Presence (Ex): 210-ft. radius, HD 25 or less, Will DC 28 negates.
Luck Bonus (Sp): Once per day the dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: As 9th-level sorcerer.
Sorcerer Spells Known (6/8/7/7/5; save DC 15 + spell level): 0--dancing lights, detect magic, detect poison, ghost sound, light, mage hand, mending, read magic; 1st--charm person, identify, mage armor, sleep, ray of enfeeblement; 2nd--eagle’s splendor, fog cloud, hypnotic pattern, resist energy; 3rd--daylight, dispel magic, protection from energy; 4th--detect scrying, fire shield.
Other Spell-Like Abilities: 3/day--bless.
Old Gold Dragon
Gargantuan Dragon (fire)
Hit Dice: 29d12+203 (391 hp)
Initiative: +4
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Armor Class: 34, touch 6, flat-footed 34
Armor Class:+29/+55
Attack: +39 melee (4d6+14, bite)
Full Attack: +39 melee (4d6+14, bite) and +37 melee (2d8+7, 2 claws) and +37 melee (2d6+7, 2 wings) and +37 melee (2d8+21, tail slap)
Space/Reach: 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, spells, tail sweep
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, luck bonus, spell-like abilities, spell resistance 27, vulnerable to cold, water breathing.
Saves: Fort +23, Ref +16, Will +23
Abilities: Str 39, Dex 10, Con 25, Int 24, Wis 25, Cha 24
Skills: Concentration +29, Diplomacy +37, Disguise +25, Heal +39, Intimidate +25, Knowledge (arcana) +25, Knowledge (history) +19, Listen +41, Search +39, Sense Motive +27, Spellcraft +25, Spot +41, Swim +25
Feats: Alertness, Blind-Fight, Enlarge Spell, Extend Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Quicken Spell, Wingover
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 11th), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 60-ft. cone of fire, damage 16d10 fire, Reflex DC 31 half; or 60-ft. cone of weakening gas, 8 points Strength damage, Fortitude DC 31 negates.
Crush (Ex): Area 20 ft. by 20 ft.; Medium or smaller opponents take 4d6+21 points of bludgeoning damage, and must succeed on a DC 31 Reflex save or be pinned; grapple bonus +55.
Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.
Frightful Presence (Ex): 240-ft. radius, HD 28 or less, Will DC 31 negates.
Luck Bonus (Sp): Once per day the dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
Tail Sweep (Ex): Half-circle 30 ft. in diameter, Small or smaller opponents take 2d6+21 points of bludgeoning damage, Reflex DC 31 half.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: As 11th-level sorcerer.
Sorcerer Spells Known (6/8/8/8/7/5; save DC 17 + spell level): 0--arcane mark, dancing lights, detect magic, detect poison, ghost sound, light, mage hand, mending, read magic; 1st--charm person, identify, mage armor, sleep, ray of enfeeblement; 2nd--bear’s endurance, eagle’s splendor, fog cloud, hypnotic pattern, resist energy; 3rd--daylight, dispel magic, displacement, protection from energy; 4th--detect scrying, fire shield, locate creature; 5th--break enchantment, teleport.
Other Spell-Like Abilities: 3/day--bless; 1/day--geas/quest.
Very Old Gold Dragon
Gargantuan Dragon (fire)
Hit Dice: 32d12+256 (464 hp)
Initiative: +4
Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft.
Armor Class: 37, touch 6, flat-footed 37
Armor Class:+32/+59
Attack: +43 melee (4d6+15, bite)
Full Attack: +43 melee (4d6+15, bite) and +41 melee (2d8+7, 2 claws) and +41 melee (2d6+7, 2 wings) and +41 melee (2d8+22, tail slap)
Space/Reach: 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, snatch, spells, tail sweep
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, luck bonus, spell-like abilities, spell resistance 28, vulnerable to cold, water breathing.
Saves: Fort +26, Ref +18, Will +26
Abilities: Str 41, Dex 10, Con 27, Int 26, Wis 27, Cha 26
Skills: Concentration +33, Diplomacy +40, Disguise +26, Heal +43, Intimidate +28, Knowledge (arcana) +28, Knowledge (history) +23, Knowledge (religion) +20, Listen +45, Search +43, Sense Motive +32, Spellcraft +27, Spot +45, Swim +26
Feats: Alertness, Blind-Fight, Enlarge Spell, Extend Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Quicken Spell, Snatch, Wingover
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 13th), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 60-ft. cone of fire, damage 18d10 fire, Reflex DC 34 half; or 60-ft. cone of weakening gas, 9 points Strength damage, Fortitude DC 34 negates.
Crush (Ex): Area 20 ft. by 20 ft.; Medium or smaller opponents take 4d6+22 points of bludgeoning damage, and must succeed on a DC 34 Reflex save or be pinned; grapple bonus +59.
Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.
Frightful Presence (Ex): 270-ft. radius, HD 31 or less, Will DC 34 negates.
Luck Bonus (Sp): Once per day the dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
Snatch: Grapple bonus +59; claw against creature of Medium size or smaller for 2d8+7/round, bite against Medium size or smaller for 4d6+15/round; snatched creature can be flung 1d6x10 ft for 1d6 points of damage per 10 feet traveled.
Tail Sweep (Ex): Half-circle 30 ft. in diameter, Small or smaller opponents take 2d6+22 points of bludgeoning damage, Reflex DC 34 half.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: As 13th-level sorcerer.
Sorcerer Spells Known (6/8/8/8/8/7/5; save DC 18 + spell level): 0--arcane mark, dancing lights, detect magic, detect poison, ghost sound, light, mage hand, mending, read magic; 1st--charm person, identify, mage armor, sleep, ray of enfeeblement; 2nd--bear’s endurance, eagle’s splendor, fog cloud, hypnotic pattern, resist energy; 3rd--daylight, dispel magic, displacement, protection from energy; 4th--detect scrying, fire shield, locate creature, polymorph; 5th--baleful polymorph, break enchantment, teleport; 6th--greater dispel magic, mislead.
Other Spell-Like Abilities: 3/day--bless; 1/day--geas/quest.
Ancient Gold Dragon
Gargantuan Dragon (fire)
Hit Dice: 35d12+315 (542 hp)
Initiative: +4
Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft.
Armor Class: 40, touch 6, flat-footed 40
Armor Class:+35/+63
Attack: +47 melee (4d6+16, bite)
Full Attack: +47 melee (4d6+16, bite) and +45 melee (2d8+8, 2 claws) and +45 melee (2d6+8, 2 wings) and +45 melee (2d8+24, tail slap)
Space/Reach: 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, snatch, spells, sunburst, tail sweep
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, luck bonus, spell-like abilities, spell resistance 30, vulnerable to cold, water breathing.
Saves: Fort +28, Ref +19, Will +28
Abilities: Str 43, Dex 10, Con 29, Int 28, Wis 29, Cha 28
Skills: Concentration +39, Diplomacy +41, Disguise +27, Heal +47, Intimidate +31, Knowledge (arcana) +31, Knowledge (history) +29, Knowledge (religion) +24, Knowledge (the planes) +17, Listen +49, Search +47, Sense Motive +37, Spellcraft +30, Spot +49, Swim +27
Feats: Alertness, Blind-Fight, Enlarge Spell, Extend Spell, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Quicken Spell, Snatch, Wingover
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 15th), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 60-ft. cone of fire, damage 20d10 fire, Reflex DC 36 half; or 60-ft. cone of weakening gas, 10 points Strength damage, Fortitude DC 36 negates.
Crush (Ex): Area 20 ft. by 20 ft.; Medium or smaller opponents take 4d6+24 points of bludgeoning damage, and must succeed on a DC 36 Reflex save or be pinned; grapple bonus +63.
Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.
Frightful Presence (Ex): 300-ft. radius, HD 34 or less, Will DC 36 negates.
Luck Bonus (Sp): Once per day the dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
Snatch: Grapple bonus +63; claw against creature of Medium size or smaller for 2d8+8/round, bite against Medium size or smaller for 4d6+16/round; snatched creature can be flung 1d6x10 ft for 1d6 points of damage per 10 feet traveled.
Tail Sweep (Ex): Half-circle 30 ft. in diameter, Small or smaller opponents take 2d6+24 points of bludgeoning damage, Reflex DC 36 half.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: As 15th-level sorcerer.
Sorcerer Spells Known (6/9/8/8/8/8/7/5; save DC 19 + spell level): 0--arcane mark, dancing lights, detect magic, detect poison, ghost sound, light, mage hand, mending, read magic; 1st--charm person, identify, mage armor, sleep, ray of enfeeblement; 2nd--bear’s endurance, eagle’s splendor, fog cloud, hypnotic pattern, resist energy; 3rd--daylight, dispel magic, displacement, protection from energy; 4th--detect scrying, fire shield, locate creature, polymorph; 5th--baleful polymorph, break enchantment, contact other plane, teleport; 6th--globe of invulnerability, greater dispel magic, mislead; 7th--greater teleport, plane shift.
Other Spell-Like Abilities: 3/day--bless; 1/day--geas/quest, sunburst.
Wyrm Gold Dragon
Colossal Dragon (fire)
Hit Dice: 38d12+380 (627 hp)
Initiative: +4
Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft.
Armor Class: 39, touch 2, flat-footed 39
Armor Class:+38/+71
Attack: +47 melee (4d8+17, bite)
Full Attack: +47 melee (4d8+17, bite) and +45 melee (4d6+8, 2 claws) and +45 melee (2d8+8, 2 wings) and +45 melee (4d6+25, tail slap)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, snatch, spells, sunburst, tail sweep
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, luck bonus, spell-like abilities, spell resistance 31, vulnerable to cold, water breathing.
Saves: Fort +31, Ref +21, Will +31
Abilities: Str 45, Dex 10, Con 31, Int 30, Wis 31, Cha 30
Skills: Concentration +45, Diplomacy +47, Disguise +28, Heal +51, Intimidate +35, Knowledge (arcana) +35, Knowledge (history) +33, Knowledge (religion) +30, Knowledge (the planes) +25, Listen +53, Search +51, Sense Motive +41, Spellcraft +32, Spot +53, Swim +28
Feats: Alertness, Blind-Fight, Enlarge Spell, Extend Spell, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Quicken Spell, Snatch, Wingover
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 17th), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 70-ft. cone of fire, damage 22d10 fire, Reflex DC 39 half; or 70-ft. cone of weakening gas, 11 points Strength damage, Fortitude DC 39 negates.
Crush (Ex): Area 30 ft. by 30 ft.; Large or smaller opponents take 4d8+25 points of bludgeoning damage, and must succeed on a DC 39 Reflex save or be pinned; grapple bonus +71.
Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.
Frightful Presence (Ex): 330-ft. radius, HD 37 or less, Will DC 39 negates.
Luck Bonus (Sp): Once per day the dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
Snatch: Grapple bonus +71; claw against creature of Large size or smaller for 4d6+8/round, bite against Large size or smaller for 4d8+17/round; snatched creature can be flung 1d6x10 ft for 1d6 points of damage per 10 feet traveled.
Tail Sweep (Ex): Half-circle 40 ft. in diameter, Medium or smaller opponents take 2d8+25 points of bludgeoning damage, Reflex DC 39 half.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: As 17th-level sorcerer.
Sorcerer Spells Known (6/9/9/8/8/8/8/7/5; save DC 20 + spell level): 0--arcane mark, dancing lights, detect magic, detect poison, ghost sound, light, mage hand, mending, read magic; 1st--charm person, identify, mage armor, sleep, ray of enfeeblement; 2nd--bear’s endurance, eagle’s splendor, fog cloud, hypnotic pattern, resist energy; 3rd--daylight, dispel magic, displacement, protection from energy; 4th--detect scrying, fire shield, locate creature, polymorph; 5th--baleful polymorph, break enchantment, contact other plane, teleport; 6th--globe of invulnerability, greater dispel magic, mislead; 7th--greater teleport, plane shift, project image; 8th--binding, temporal stasis.
Other Spell-Like Abilities: 3/day--bless; 1/day--geas/quest, sunburst.
Great Wyrm Gold Dragon
Colossal Dragon (fire)
Hit Dice: 41d12+451 (717 hp)
Initiative: +4
Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft.
Armor Class: 42, touch 2, flat-footed 42
Armor Class:+41/+75
Attack: +51 melee (4d8+18, bite)
Full Attack: +51 melee (4d8+18, bite) and +49 melee (4d6+9, 2 claws) and +49 melee (2d8+9, 2 wings) and +49 melee (4d6+27, tail slap)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, snatch, spells, sunburst, tail sweep
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., immune to fire, sleep, and paralysis, low-light vision, luck bonus, spell-like abilities, spell resistance 33, vulnerable to cold, water breathing.
Saves: Fort +33, Ref +22, Will +33
Abilities: Str 47, Dex 10, Con 33, Int 32, Wis 33, Cha 32
Skills: Concentration +51, Diplomacy +53, Disguise +29, Heal +55, Intimidate +37, Knowledge (arcana) +41, Knowledge (history) +39, Knowledge (religion) +36, Knowledge (the planes) +31, Listen +57, Search +55, Sense Motive +46, Spellcraft +35, Spot +57, Swim +29
Feats: Alertness, Blind-Fight, Enlarge Spell, Extend Spell, Flyby Attack, Hover, Improved Counterspell, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Quicken Spell, Snatch, Wingover
Combat
Alternate Form (Su): The dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself (caster level 19th), except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su): 70-ft. cone of fire, damage 24d10 fire, Reflex DC 41 half; or 70-ft. cone of weakening gas, 12 points Strength damage, Fortitude DC 41 negates.
Crush (Ex): Area 30 ft. by 30 ft.; Large or smaller opponents take 4d8+27 points of bludgeoning damage, and must succeed on a DC 41 Reflex save or be pinned; grapple bonus +75.
Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.
Frightful Presence (Ex): 360-ft. radius, HD 40 or less, Will DC 41 negates.
Luck Bonus (Sp): Once per day the dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
Snatch: Grapple bonus +75; claw against creature of Large size or smaller for 4d6+9/round, bite against Large size or smaller for 4d8+18/round; snatched creature can be flung 1d6x10 ft for 1d6 points of damage per 10 feet traveled.
Tail Sweep (Ex): Half-circle 40 ft. in diameter, Medium or smaller opponents take 2d8+27 points of bludgeoning damage, Reflex DC 41 half.
Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Spells: As 19th-level sorcerer.
Sorcerer Spells Known (6/9/9/9/8/8/8/8/7/5; save DC 21 + spell level): 0--arcane mark, dancing lights, detect magic, detect poison, ghost sound, light, mage hand, mending, read magic; 1st--charm person, identify, mage armor, sleep, ray of enfeeblement; 2nd--bear’s endurance, eagle’s splendor, fog cloud, hypnotic pattern, resist energy; 3rd--daylight, dispel magic, displacement, protection from energy; 4th--detect scrying, fire shield, locate creature, polymorph; 5th--baleful polymorph, break enchantment, contact other plane, teleport; 6th--globe of invulnerability, greater dispel magic, mislead; 7th--greater teleport, plane shift, project image; 8th--binding, polymorph any object, temporal stasis; 9th--mage’s disjunction, wish.
Other Spell-Like Abilities: 3/day--bless; 1/day--geas/quest, sunburst, foresight.
Please download the PDF version of this document to see the sample Initiative Cards for this dragon.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
- Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
-
- 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.
-
- The Gold Dragon Copyright 2005, The Game Mechanics, Inc. Author: JD Wiker.
|