Black Dragon, Old

Huge Dragon (Water) — CR 16

Monster Manual v.3.5 (MM), p. 703.5
Hit Dice
25d12+125 (287 hp)
Initiative
+0
Speed
Land 60 ft
Armor Class
32, touch 8, flat-footed 32
Base Attack / Grapple
+25/+42
Attack
Bite +32 melee (2d8+9)
Full Attack
Bite +32 melee (2d8+9), 2 claws +27 melee (2d6+4), 2 wings +27 melee (1d8+4), Tail Slap +27 melee (2d6+13)
STR
29
DEX
10
CON
21
INT
14
WIS
15
CHA
14
Fort / Ref / Will
+19 / +14 / +16
Challenge Rating
16
Alignment
Chaotic-Evil
Organization
solitary, pair, or family (1–2 and 2–5 offspring)
Treasure
Triple standard
Environment
Marshes
Level Adjustment
Spell Resistance
22
Caster Level
9

Special Abilities

Breath WeaponFrightful PresenceDarknessCorrupt WaterPlant GrowthCrushSpellsDamage ReductionImmunity to AcidWater BreathingImmunity to SleepImmunity to ParalysisDarkvisionBlindsenseKeen SensesSpell Resistance

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): 100-ft. line, damage 16d4 acid, Reflex DC 27 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 240-ft are subject to the effect if they have 24 HD or less.

A potentially affected creature that succeeds on a Will DC 24 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 Small 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 15-ft × 15-ft in this case). Creatures in the affected area must succeed on a Reflex DC 27 or be pinned, automatically taking 2d8+13 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.

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 Small size or smaller with his claws, or Medium 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 80-ft. radius. Caster level 8th.

Plant Growth (Sp): 1/day—as plant growth. Caster level 8th.

Corrupt Water (Sp): Once per day this black dragon can stagnate 10 cubic feet of water within a range of 240-ft with a caster level of 8th, 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 24 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 7th-level sorcerer.

Typical Sorcerer Spells Known (6/7/7/4; save DC 12 + spell level): 0—acid splash, daze, detect magic, 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, summon swarm; 3rd—blink, magic circle against good.

Feats: This dragon has 9 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 224 skill points available.