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Sample Black Dragons

Dexterity: Adjust the dragon’s initiative modifier, Armor Class, Reflex save bonus, and skill modifiers according to its new Dexterity modifier. In the example, Rime gained 4 points of Dexterity, which increased his Dexterity modifier from +0 to +2.

Constitution: Adjust the dragon’s hit points, breath weapon save DC, Fortitude save bonus, and skill modifiers according to its new Constitution modifier. In the example, Rime gained 2 points of Constitution, which increased his Constitution modifier from +1 to +2. Rime doesn’t have a crush attack or tail sweep attack, but if he did, the save DCs against those attacks also would increase by 1.

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Intelligence: Adjust the dragon’s total skill points and skill modifiers according to its new Intelligence modifier. In the example, Rime gained 2 points of Intelligence, which increased his Intelligence modifier from +0 to +1 and gave him 3 extra skill points (1 point per Hit Die).

Wisdom: Adjust the dragon’s Will save bonus and skill modifiers according to its new Wisdom modifier. In the example, Rime gained 0 points of Wisdom, leaving his Wisdom modifier unchanged.

Charisma: Adjust the dragon’s frightful presence save DC, spell-like ability save DCs, and skill modifiers according to its new Charisma modifier. In the example, Rime lost 2 points of Charisma, which lowers his Charisma modifier from –2 to –3. If the dragon is a spellcaster, a change in Charisma also affects the save DCs for its spells and the number of bonus spells it gets. A dragon needs a Charisma score of at least 10 to cast any spells. Since Rime has no spellcasting ability, spell-like abilities, frightful presence, or Charisma-based skills, his reduced Charisma score has no real impact.

Assuming Rime spent his extra 3 skill points from his Intelligence increase on Hide, Listen, and Spot, his new statistics would be as follows:

Rime: Male wyrmling white dragon; CR 2; Tiny dragon (cold); HD 3d12+6; hp 25; Init +6; Spd 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.; AC 16, touch 14, flat-footed 14; Base Atk +7; Grp –3; Atk +7 melee (1d4+2, bite); Full Atk +7 melee (1d4+2, bite), +2 melee (1d3+1, 2 claws); Space/Reach 2-1/2 ft./0 ft. (5 ft. with bite); SA breath weapon; SQ blindsense 60 ft., darkvision 120 ft., icewalking, immunity to cold,magic sleep effects, and paralysis, low-light vision, vulnerability to fire; AL CE; SV Fort +5, Ref +5, Will +3; Str 15, Dex 14, Con 15, Int 8, Wis 10, Cha 4.

Skills and Feats: Hide +16, Listen +8, Search +2, Sense Motive +3, Spot +8, Swim +16; Improved Initiative, Power Attack.

Breath Weapon (Su): 15-ft. cone, 1d6 cold, Reflex DC 13 half.

Described below are twelve sample black dragons, one of each age category. The descriptions include basic personality and encounter notes that the DM will want to flesh out for his campaign, along with a set of statistics that make the dragon ready to play.

Water Breathing (Ex): All black dragons can breathe underwater indefinitely and can freely use their breath weapons, spells, and other abilities underwater.

Skills: A black dragon can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The dragon can always can choose to take 10 on a Swim check, even if distracted or endangered. The dragon can use the run action while swimming, provided it swims in a straight line.

Blight Wyrmling Black Dragon

Mean as the proverbial polecat, fiercely territorial, vain, and perpetually hungry, Blight tends to breathe acid first and consider the consequences later. Blight thinks of herself as the most dangerous creature in her patch of swamp. She is queen of all she surveys; however, she is a Tiny dragon and doesn’t actually survey very much. The mere sight of any creature more attractive than herself (and that’s most creatures) fills Blight with rage. She delights in destroying beautiful things, especially birds and small animals. Likewise, she scars small plants, trees, and even rocks just for the fun of it.

Blight: Female wyrmling black dragon; CR 3; Tiny dragon (water); HD 4d12+4; hp 30; Init +4; Spd 60 ft., fly 100 ft. (average), swim 60 ft.; AC 15, touch 12, flat-footed 15; Base Atk +6; Grp –4; Atk +6 melee (1d4, bite); Full Atk +6 melee (1d4, bite), +1 melee (1d3, 2 claws); Space/Reach 2-1/2 ft./0 ft. (5 ft. with bite); SA breath weapon; SQ blindsense 60 ft., darkvision 120 ft., immunity to acid, magic sleep effects, and paralysis, low-light vision, water breathing; AL CE; SV Fort +5, Ref +4, Will +4; Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8. Skills and Feats: Hide +14, Listen +6, Move Silently +6, Search +2, Sense Motive +2, Spot +6, Swim +14; Alertness, Improved Initiative. pqqqqrs

DRAGONS AND LANGUAGES

All dragons speak Draconic. With their high degree of intelligence, most dragons have an affinity for language and speak additional languages as well. Many even study the science of language, developing a wide range of tongues.

As with all intelligent creatures, a dragon speaks a number of additional languages equal to its Intelligence bonus. Dragons with ranks in the Speak Language skill can speak a number of additional languages equal to those ranks.

Additional languages commonly spoken by dragons include Auran, Celestial, Common, Dwarven, Elven, Gnome, Ignan, Infernal, Orc, Terran, and Undercommon.

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

Kurnoc Very Young Black Dragon

Kurnoc likes to prowl around his home swamp and congratulate himself on how nasty and tough and excellent he is. Kurnoc takes special delight in stealing kills from other predators. (Such victories seem more like conquests than simply collecting food.)

Kurnoc likes to announce his presence before attacking, usually by bellowing a challenge. His favorite topic of conversation is the party’s ultimate demise at the fangs and claws of Kurnoc. If a party decides to retreat in response to

Kurnoc’s bluster, the dragon attacks the moment their backs are turned.

When facing one opponent in battle, Kurnoc usually charges, snarling and spitting like an angry cat. This display often sends the foe running, and the dragon gleefully pursues. When facing a group of intelligent foes, Kurnoc taunts and threatens for a short while, then attacks by using his breath weapon on as many enemies as possible before charging into melee.

Kurnoc: Male very young black dragon; CR 4; Small dragon (water); HD 7d12+7; hp 52; Init +0; Spd 60 ft., fly 100 ft. (average), swim 60 ft.; AC 17, touch 11, flat-footed 17; Base Atk +9; Grp +4; Atk +9 melee (1d6+1, bite); Full Atk +9 melee (1d6+1, bite), +7 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA breath weapon, water breathing; SQ blindsense 60 ft., darkvision 120 ft., immunity to acid, magic sleep effects and paralysis, low-light vision; AL CE; SV Fort +6, Ref +5, Will +5; Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8.

Skills and Feats: Hide +8, Intimidate +7, Listen +6, Move Silently +6, Search +5, Sense Motive +6, Spot +8, Swim +15; Multiattack, Enlarge Breath, Power Attack.

Breath Weapon (Su): 40-ft. line (60-ft. line if enlarged), 4d4 acid, Reflex DC 14 half.

Jurlfalud Young Black Dragon

Jurlfalud craves darkness, solitude, and piles of coins to make a comfortable bed for herself. She spends most of her days lurking silently in her lair. She receives tribute from a tribe of kobolds whose leader she killed a few years ago.

Occasionally, she feels the need to remind the kobolds of the fear they should hold for her, or to scout the area around her lair for intruders. She is careful to remain unseen as she comes and goes.

Jurlfalud prefers to begin combat with a melee attack.

She lies in hiding and chooses a lightly armored foe for her first attack.

Jurlfalud: Female young black dragon; CR 5; Medium dragon (water); HD 10d12+20; hp 85; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 19, touch 10, flat-footed 19; Base Atk +12; Grp +12; Atk +12 melee (1d8+2, bite); Full Atk +12 melee (1d8+2, bite), +7 melee (1d6+1, 2 claws), +7 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA breath weapon; SQ blindsense 60 ft., darkvision 120 ft., immunity to acid, magic sleep effects, and paralysis, low-light vision, water breathing; AL CE; SV Fort +9, Ref +7, Will +7; Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10.

Skills and Feats: Bluff +3, Diplomacy +3, Hide +10, Intimidate +13, Knowledge (arcana) +3, Listen +12, Search +10, Spot +15, Swim +23; Alertness, Improved Initiative, Power Attack, Shape Breath.

Breath Weapon (Su): 60-ft. line (30-ft. cone if shaped), 6d4 acid, Reflex DC 17 half.

Myastanaklon Juvenile Black Dragon

Dwelling at the bottom of a fetid lake, Myastanaklon rarely surfaces or sees the sun. In fact, when the sun shines unusually brightly upon the lake surface and the water becomes unusually clear, he swathes himself in magical darkness so he can continue to enjoy the watery gloom. He never speaks and only rarely fights, preferring to float slowly through the water, brooding while he consumes fish, crocodiles, and lizardfolk that come too near.

Myastanaklon: Male juvenile black dragon; CR 7; Medium dragon (water); HD 13d12+26; hp 110; Init +0; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 22, touch 10, flatfooted 22; Base Atk +16; Grp +16; Atk +16 melee (1d8+3, bite); Full Atk +16 melee (1d8+3, bite), +14 melee (1d6+1, 2 claws), +14 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA breath weapon, darkness; SQ blindsense 60 ft., darkvision 120 ft., immunity to acid, magic sleep effects, and paralysis, low-light vision, water breathing; AL CE; SV Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10.

Skills and Feats: Bluff +4, Concentration +18, Diplomacy +4, Intimidate +16, Knowledge (arcana) +4, Knowledge (nature) +4, Listen +12, Search +12, Spot +12, Swim +23; Clinging Breath, Enlarge Breath, Flyby Attack, Multiattack, Wingover.

Breath Weapon (Su): 60-ft. line (90-ft. line if enlarged), 8d4 acid, Reflex DC 18 half.

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

Munwithurix Young Adult Black Dragon

Bloodthirsty, ill-humored, and rapacious, Munwithurix proves as treacherous and unforgiving as the fens she calls home. She has utterly cowed several gangs of scrags, who live in terror of her. Munwithurix has become increasingly dissatisfied with her position at the top of the local pecking order and now delights in the sparkle of gold, which does not tarnish even in the silty waters of her lair. She has also begun thinking about finding a mate.

Munwithurix has a taste for close combat; still, she is no fool. She usually observes foes for a few minutes, either by hiding and watching them approach or by stalking them for a time, before committing herself to combat.

Munwithurix: Female young adult black dragon; CR 9; Large dragon (water); HD 16d12+48, hp 152; Init +0; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 24, touch 9, flat-footed 24; Base Atk +19; Grp +24; Atk +19 melee (2d6+4, bite); Full Atk +19 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); SA breath weapon, darkness, frightful presence, spells; SQ blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to acid, magic sleep effects, and paralysis, low-light vision, spell resistance 17, water breathing; AL CE; SV Fort +13, Ref +10, Will +11; Str 19, Dex 10, Con 17, Int 12, Wis 13, Cha 12.

Skills and Feats: Bluff +9, Climb +12, Diplomacy +10, Hide +4, Intimidate +19, Listen +17, Move Silently +16, Search +17, Speak Language 3 ranks, Spot +17, Swim +20; Cleave, Clinging Breath, Combat Reflexes, Multiattack, Power Attack, Wingover.

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

Darkness (Sp): 3/day—as darkness, but 50-ft. radius. Caster level 5th.

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

Spells: As 1st-level sorcerer.

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

Haldulfvinemmonis Adult Black Dragon

Haldulfvinemmonis is a bully. He enjoys his physical strength for its own sake, but enjoys it even more for what he can do with it. He views the entire world as his buffet, and the other creatures in it as either objects of fun or annoyances to be eliminated. In the latter category is his mother, Bluutsvilvarrt, who tormented him mercilessly when he was younger and now commands all the hatred he can muster. Haldulfvinemmonis lives for the day he can wreak his revenge.

Haldulfvinemmonis: Male adult black dragon; CR 11; Large dragon (water); HD 19d12+76, hp 199; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 27, touch 9, flat-footed 27; Base Atk +24; Grp +29; Atk +24 melee (2d6+6, bite); Full Atk +24 melee (2d6+6, bite), +19 melee (1d8+3, 2 claws), +19 melee (1d6+3, 2 wings), +19 melee (1d8+9, tail slap); Space/Reach 5 ft./5 ft. (10 ft. with bite); SA breath weapon, corrupt water, darkness, frightful presence, spells; SQ blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to acid, magic sleep effects, and paralysis, lowlight vision, spell resistance 18, water breathing; AL CE; SV Fort +15, Ref +11, Will +12; Str 23, Dex 10, Con 19, Int 12, Wis 13, Cha 12.

Skills and Feats: Bluff +9, Diplomacy +9, Hide +2, Intimidate +20, Knowledge (arcana) +9, Knowledge (nature) +7, Listen +18, Move Silently +20, Search +21, Spellcraft +13, Spot +21, Swim +20; Flyby Attack, Improved Initiative, Power Attack, Quicken Spell-Like Ability, Recover Breath, Shape Breath, Wingover.

Breath Weapon (Su): 80-ft. line (40-ft. cone if shaped), 12d4 acid, Reflex DC 23 half.

Corrupt Water (Sp): 1/day—spoil up to 10 cubic ft. of water or liquids containing water; range 180 ft.; Will DC 20 negates.

Darkness (Sp): 3/day—as darkness, but 60-ft. radius. Caster level 6th.

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

Spells: As 3rd-level sorcerer.

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

Eliinwyluwyther Mature Adult Black Dragon

Eliinwyluwyther is a leader, a diplomat, and a ruthless tyrant.

She rules a small empire of several lizardfolk tribes, an enslaved clan of barbaric wild elves, and several chuuls. She makes her lair in an ancient ruin at the heart of a vast swampland, built by a long-forgotten race to honor their bizarre and alien deities. In her innermost sanctum, these deities whisper to her while she sleeps, planting the seeds of madness in her mind. Her behavior now is unpredictable— she can change in a heartbeat from smooth diplomacy to uncontrolled savagery, and her subjects have grown to dread any audience with her.

Eliinwyluwyther: Female mature adult black dragon; CR 14; Huge dragon (water); HD 22d12+110, hp 253; Init +0; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 29, touch 8, flatfooted 29; Base Atk +28; Grp +38; Atk +28 melee (2d8+8, bite); Full Atk +28 melee (2d8+8, bite), +23 melee (2d6+4, 2 claws), +23 melee (1d8+4, 2 wings), +23 melee (2d6+12, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath weapon, corrupt water, crush, darkness, frightful presence, spells; SQ blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immunity to acid, magic sleep effects, and paralysis, low-light vision, spell resistance 23, water breathing; AL CE; SV Fort +18, Ref +13, Will +15; Str 27, Dex 10, Con 21, Int 14, Wis 15, Cha 14.

Skills and Feats: Bluff +9, Concentration +27, Diplomacy +26, Hide –1, Intimidate +26, Knowledge (local) +7, Listen +24, Move Silently +22, Search +24, Spellcraft +13, Spot +24, Swim +21; Awaken Spell Resistance, Clinging Breath, Flyby Attack, Power Attack, Quicken Breath, Shape Breath, Split Breath, Wingover.

Breath Weapon (Su): 100-ft. line (50-ft. cone if shaped), 14d4 acid, Reflex DC 26 half.

Corrupt Water (Sp): 1/day—spoil up to 10 cubic ft. of water or liquids containing water; range 210 ft.; Will DC 23 negates.

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.

Darkness (Sp): 3/day—as darkness, but 70-ft. radius. Caster level 7th.

ABOVE WATER LEVEL ABOVE WATER LEVEL

BELOW WATER LEVEL BELOW WATER LEVEL

main water entry (front view) main water entry (front view)

Front View Front View

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Profile View

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water water

water spillover main lair main lair

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

Spells: As 5th-level sorcerer.

Sorcerer Spells Known (6/7/5; save DC 12 + spell level): 0—arcane mark, dancing lights, detect magic, ghost sound, ray of frost, resistance; 1st—magic missile, ray of enfeeblement, shield, true strike; 2nd—fog cloud, web.

Twohvritturnuroth Old Black Dragon

Twohvritturnuroth likes snakes. He hisses when he speaks, and he samples the air with his tongue more than strictly necessary. Even his enormous pride doesn’t prevent him from slithering on his belly when it suits him. In the dense jungle around his lair, where the trees seem to drip with snakes, it is an effective form of movement. Twohvritturnuroth has no magical control over snakes, but he is served by a number of yuan-ti (he favors abominations). He thinks of himself as sneaky, even seductive, but he is most effective when he descends to raw savagery.

Twohvritturnuroth: Male old black dragon; CR 16; Huge dragon (water); HD 25d12+125, hp 287; Init +0; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 32, touch 8, flatfooted 32; Base Atk +32; Grp +42; Atk +32 melee (2d8+9, bite); Full Atk +32 melee (2d8+9, bite), +27 melee (2d6+4, 2 claws), +27 melee (1d8+4, 2 wings), +27 melee (2d6+13, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath weapon, corrupt water, crush, darkness, frightful presence, improved snatch, spell-like abilities, spells; SQ blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immunity to acid, magic sleep effects, and paralysis, low-light vision, spell resistance 22, water breathing; AL CE; SV Fort +19, Ref +14, Will +16; Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14.

Skills and Feats: Bluff +10, Climb +13, Concentration +13, Diplomacy +12, Hide +0, Intimidate +32, Knowledge (local) +10, Listen +30, Move Silently +28, Search +30, Spellcraft +16, Spot +30, Swim +25; Blind-Fight, Flyby Attack, Improved Snatch, Power Attack, Quicken Breath, Shape Breath, Snatch, Tail Constrict, Wingover.

Breath Weapon (Su): 100-ft. line (50-ft. cone if shaped), 16d4 acid, Reflex DC 27 half.

Corrupt Water (Sp): 1/day—spoil up to 10 cubic ft. of water or liquids containing water; range 240 ft.; Will DC 24 negates.

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.

Darkness (Sp): 3/day—as darkness, but 80-ft. radius. Caster level 8th.

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

Improved Snatch (Ex): Against Medium or smaller creatures, bite for 2d8+9/round or claw for 2d6+4/round.

Spell-Like Abilities: 1/day—plant growth. Caster level 8th.

Spells: As 7th-level sorcerer.

Sorcerer Spells Known (6/7/7/4; save DC 12 + spell level): 0—arcane mark, dancing lights, detect magic, ghost sound, mage hand, ray of frost, resistance; 1st—chill touch, magic missile, shield, shocking grasp, true strike; 2nd—darkness, fog cloud, hypnotic pattern; 3rd—stinking cloud, suggestion.

Iyriddelmirev Very Old Black Dragon

On the edge of a vast swamp stands a small city of humans and their kind, a river port where herbs and woods from the marshlands are shipped to a nearby seaport and out to other lands. The brackish water of the river flows through the sewers beneath the city, and this is where Iyriddelmirev makes her lair. Most often, however, she is found in the city above, polymorphed into the form of a black-skinned human woman. She leads a gang of thieves, most of them human and almost none of them aware of her true identity.

The gang benefits greatly from their leader’s knowledge of the city sewer system, and its members often make their escapes through water-filled passages the city authorities believe to be impassable.

Iyriddelmirev: Female very old black dragon; CR 18; Huge dragon (water); HD 28d12+168, hp 350; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 35, touch 8, flatfooted 35; Base Atk +36; Grp +46; Atk +36 melee (2d8+10, bite); Full Atk +36 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); SA breath weapon, corrupt water, crush, darkness, frightful presence, spell-like abilities, spells; SQ blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., immunity to acid, magic sleep effects, and paralysis, low-light vision, spell resistance 23, water breathing; AL CE; SV Fort +22, Ref +16, Will +19; Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16.

Skills and Feats: Bluff +13, Concentration +16, Diplomacy +15, Hide +2, Intimidate +36, Knowledge (arcana) +16, Knowledge (geography) +13, Knowledge (local) +13, Knowledge (nature) +13, Listen +36, Move Silently +31, Search +34, Spellcraft +20, Spot +36, Swim +28; Alertness, Combat Reflexes, Dire Charge, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Quicken Breath, Spellcasting Harrier, Wingover.

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

Corrupt Water (Sp): 1/day—spoil up to 10 cubic ft. of water or liquids containing water; range 270 ft.; Will DC 27 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 30 Reflex save or be pinned.

Darkness (Sp): 3/day—as darkness, but 90-ft. radius. Caster level 9th.

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

Spell-Like Abilities: 1/day—plant growth. Caster level 9th.

Spells: As 9th-level sorcerer.

Sorcerer Spells Known (6/7/7/7/4; save DC 13 + spell level): 0—arcane mark, dancing lights, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st—burning hands, magic missile, shield, shocking grasp, true strike; 2nd—detect thoughts, false life, fog cloud, summon swarm; 3rd—dispel magic, nondetection, slow; 4th—Evard’s black tentacles, polymorph.

Keygrodekkerrhylon Ancient Black Dragon

Keygrodekkerrhylon has mellowed somewhat with age. In his youth, he was hot-tempered and extremely violent. He sought out confrontation even with older and more powerful dragons, and triumphed through sheer tenacity—or fled with his life. Having survived to celebrate his 800th birthday, he has slowed down and no longer seeks out conflict.

Neither does he shy away from it, however, and many young upstarts who assume his retreat is a sign of weakness have learned the truth to their dismay.

Keygrodekkerrhylon wants nothing more now than to be left alone, but his reputation for savagery draws a procession of those who seek glory and wealth by slaying the fearsome monster. He has recently abandoned the lair he held for five centuries, and seeks greater seclusion in a new subterranean abode at the bottom of a large dungeon complex.

Keygrodekkerrhylon: Male ancient black dragon; CR 19; Huge dragon (water); HD 31d12+186, hp 387; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 38, touch 8, flatfooted 38; Base Atk +40; Grp +50; Atk +40 melee (2d8+11, bite); Full Atk +40 melee (2d8+11, bite), +36 melee (2d6+5, 2 claws), +35 melee (1d8+5, 2 wings), +35 melee (2d6+16, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath weapon, corrupt water, crush, darkness, frightful presence, improved snatch, rend, spell-like abilities, spells; SQ blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., immunity to acid, magic sleep effects, and paralysis, lowlight vision, spell resistance 25, water breathing; AL CE; SV Fort +23, Ref +17, Will +20; Str 33, Dex 10, Con 23, Int 16, Wis 17, Cha 16.

Skills and Feats: Bluff +14, Concentration +19, Diplomacy +18, Hide +5, Intimidate +39, Knowledge (arcana) +16, Knowledge (local) +16, Knowledge (nature) +16, Listen +37, Move Silently +34, Search +37, Spellcraft +22, Spot +37, Swim +32; Clinging Breath, Combat Reflexes, Flyby Attack, Improved Initiative, Improved Snatch, Power Attack, Rend, Snatch, Snatch and Swallow, Weapon Focus (claw), Wingover.

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

Corrupt Water (Sp): 1/day—spoil up to 10 cubic ft. of water or liquids containing water; range 300 ft.; Will DC 28 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 31 Reflex save or be pinned.

Darkness (Sp): 3/day—as darkness, but 100-ft. radius. Caster level 11th.

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

Improved Snatch (Ex): Against Medium or smaller creatures, bite for 4d6+14/round or claw for 2d8+7/round.

Rend (Ex): Extra damage 4d6+16.

Spell-Like Abilities: 3/day—insect plague; 1/day—plant growth. Caster level 11th; save DC 13 + spell level.

Spells: As 11th-level sorcerer.

Sorcerer Spells Known (6/7/7/7/6/4; save DC 13 + spell level): 0—arcane mark, dancing lights, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st—burning hands, magic missile, shield, shocking grasp, true strike; 2nd— darkness, detect thoughts, fog cloud, summon swarm; 3rd—dispel magic, gust of wind, vampiric touch; 4th—Evard’s black tentacles, polymorph; 5th—cloudkill, hold monster.

Bluutsvilvarrt Wyrm Black Dragon

Bluutsvilvarrt is a sadistic tyrant whose greatest pleasure in life is inflicting as much suffering as possible on any creature that dares to enter her sight. Her deepest contempt is reserved for younger black dragons, including her own offspring. Several of her brood, including Haldulfvinemmonis (page 203), nurse centuries-old grudges against her because of this.

Bluutsvilvarrt loves to inspire terror, stalking intruders in her swampy domain and allowing them glimpses of her wing, tail, or eyes before disappearing. When the intruders are properly terrorized, she separates the members of the group and toys with each one before dispatching it.

She discontinues these playful tactics if her life is threatened, shifting to full offensive mode or escaping invisibly if need be.

Bluutsvilvarrt: Female wyrm black dragon; CR 20; Gargantuan dragon (water); HD 34d12+238, hp 459; Init +4; Spd 60 ft., fly 200 ft. (clumsy), swim 60 ft.; AC 39, touch 6, flatfooted 39; Base Atk +42; Grp +58; Atk +42 melee (4d6+12, bite); Full Atk +42 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); SA breath weapon, corrupt water, crush, darkness, frightful presence, snatch, spell-like abilities, spells, tail sweep; SQ blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., immunity to acid, magic sleep effects, and paralysis, low-light vision, spell resistance 26, water breathing; AL CE; SV Fort +26, Ref +19, Will +27; Str 35, Dex 10, Con 25, Int 18, Wis 19, Cha 18.

Skills and Feats: Bluff +24, Concentration +27, Diplomacy +23, Hide +8, Intimidate +43, Knowledge (arcana) +24, Knowledge (geography) +21, Knowledge (nature) +21, Listen +41, Move Silently +37, Search +41, Spellcraft +24, Spot +41, Swim +37; Blind-Fight, Dire Charge, Epic Will, Fast Healing, Flyby Attack, Improved Initiative, Maximize Breath, Multiattack, Power Attack, Shape Breath, Snatch, Wingover.

Breath Weapon (Su): 120-ft. line (60-ft. cone if shaped), 22d4 acid, Reflex DC 34 half.

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