Black Dragon, Great Wyrm
Gargantuan Dragon (Water) — CR 22
- Hit Dice
- 37d12+296 (536 hp)
- Initiative
- +0
- Speed
- Land 60 ft
- Armor Class
- 42, touch 6, flat-footed 42
- Base Attack / Grapple
- +37/+62
- Attack
- Bite +46 melee (4d6+13)
- Full Attack
- Bite +46 melee (4d6+13), 2 claws +41 melee (2d8+6), 2 wings +41 melee (2d6+6), Tail Slap +41 melee (4d6+19)
- STR
- 37
- DEX
- 10
- CON
- 27
- INT
- 20
- WIS
- 21
- CHA
- 20
- Fort / Ref / Will
- +28 / +20 / +25
- Challenge Rating
- 22
- Alignment
- Chaotic-Evil
- Organization
- solitary, pair, or family (1–2 and 2–5 offspring)
- Treasure
- Triple standard
- Environment
- Marshes
- Level Adjustment
- —
- Spell Resistance
- 28
- Caster Level
- 17
Special Abilities
Feats
The dragon’s head looks decidedly like a skull thanks to its deep-socketed eyes and wide, flat nasal opening. It has forward-curving horns and a spinal crest that peaks just behind the head and tapers off about three quarters of the way down the neck. An acidic smell surrounds the dragon, whose scales are mostly dull ebony and dark gray.
Description
Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.
Black dragons are evil-tempered, cunning, and malevolent, characteristics that are reflected in their crafty, sinister faces.
Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons lair in large, damp caves and multichambered underground caverns. They smell of rotting vegetation and foul water, with an acidic undertone. Older dragons hide the entrance to their lairs using plant growth. Black dragons dine primarily on fish, mollusks, and other aquatic creatures. They also hunt for red meat but like to “pickle” it by letting it lie in ponds within the lair for days before eating it.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.
Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): 120-ft. line, damage 24d4 acid, Reflex DC 36 half. Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later.
Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius 360-ft are subject to the effect if they have 36 HD or less.
A potentially affected creature that succeeds on a Will DC 33 remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Medium or less size (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body (an area of 20-ft × 20-ft in this case). Creatures in the affected area must succeed on a Reflex DC 36 or be pinned, automatically taking 4d6+19 bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
Tail Sweep (Ex): This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are of small size or less. A tail sweep automatically deals 2d6+18 bludgeoning damage. Affected creatures can attempt Reflex DC 36 to take half damage.
Snatch (Ex): The dragon can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the dragon gets a hold on a creature of Medium size or smaller with his claws, or Large size or smaller with his bite, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the dragon’s mouth is not allowed a Reflex save against the dragon’s breath weapon.
The dragon can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6×10 feet, and takes 1d6 points of damage per 10 feet traveled. If the dragon flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Darkness (Sp): 3/day—as darkness, but 120-ft. radius. Caster level 15th.
Plant Growth (Sp): 1/day—as plant growth. Caster level 15th.
Insect Plague (Sp): 3/day—as insect plague. Caster level 15th.
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. Caster level 15th.
Corrupt Water (Sp): Once per day this black dragon can stagnate 10 cubic feet of water within a range of 330-ft with a caster level of 15th, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will DC 33 or become fouled. This ability is the equivalent of a 1st-level spell.
Water Breathing (Ex): Can breathe underwater indefinitely and can freely use breath weapon, spells, and other abilities underwater.
Spells: As 15th-level sorcerer.
Typical Sorcerer Spells Known (6/8/7/7/7/7/6/4; save DC 15 + spell level): 0—acid splash, arcane mark, daze, detect magic, mage hand, ray of frost, read magic, resistance, touch of fatigue; 1st—identify, mage armor, protection from good, ray of enfeeblement, shield; 2nd—command undead, ghoul touch, mirror image, see invisibility, summon swarm; 3rd—blink, fireball, haste, magic circle against good; 4th—animate dead, bestow curse, enervation, greater invisibility; 5th—cloudkill, hold monster, teleport, waves of fatigue; 6th—acid fog, create undead, greater dispel magic; 7th—mass hold person, prismatic spray.
Feats: This dragon has 13 feats available.
Skills: These skills are considered class skills for all dragons: Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot and Use Magic Device. These skills are considered class skills for black dragons: Hide, Move Silently and Swim. This dragon has 440 skill points available.