Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster Level |
SR |
Wyrmling |
60 ft., fly 100 ft. (average), swim 60 ft. |
+0 |
15 (+2 size,+3 natural), touch 12, flat-footed 15 |
Immunity to acid, water breathing |
|
|
Very young |
60 ft., fly 100 ft. (average), swim 60 ft. |
+0 |
17 (+1 size,+6 natural), touch 11, flat-footed 17 |
|
|
|
Young |
60 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
19 (+9 natural), touch 10, flat-footed 19 |
|
|
|
Juvenile |
60 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
22 (+12 natural), touch 10, flat-footed 22 |
Darkness |
|
|
Young adult |
60 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
24 (1 size,+15 natural), touch 9, flat-footed 24 |
DR 5/magic |
1st |
17 |
Adult |
60 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
27 (1 size,+18 natural), touch 9, flat-footed 27 |
Corrupt water |
3rd |
18 |
Mature adult |
60 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
29 (2 size,+21 natural), touch 8, flat-footed 29 |
DR 10/magic |
5th |
21 |
Old |
60 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
32 (2 size,+24 natural), touch 8, flat-footed 32 |
Plant growth |
7th |
22 |
Very old |
60 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
35 (2 size,+27 natural), touch 8, flat-footed 35 |
DR 15/magic |
9th |
23 |
Ancient |
60 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
38 (2 size,+30 natural), touch 8, flat-footed 38 |
Insect plague |
11th |
25 |
Wyrm |
60 ft., fly 200 ft. (clumsy), swim 60 ft. |
+0 |
39 (4 size,+33 natural), touch 6, flat-footed 39 |
DR 20/magic |
13th |
26 |
Great wyrm |
60 ft., fly 200 ft. (clumsy), swim 60 ft. |
+0 |
42 (4 size,+36 natural), touch 6, flat-footed 42 |
Charm reptiles |
15th |
28 |
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.
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., burrow 20 ft., fly 100 ft. (average) |
+0 |
16 (+1 size, +5 natural), touch 11, flat-footed 16 |
Immunity to electricity, create/destroy water |
|
|
Very young |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+0 |
18 (+8 natural), touch 10, flat-footed 18 |
|
|
|
Young |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+0 |
21 (+11 natural), touch 10, flat-footed 21 |
|
|
|
Juvenile |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+0 |
23 (1 size, +14 natural), touch 9, flat-footed 23 |
Sound imitation |
1st |
|
Young adult |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+0 |
26 (1 size, +17 natural), touch 9, flat-footed 26 |
DR 5/magic |
3rd |
19 |
Adult |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+0 |
28 (2 size, +20 natural), touch 8, flat-footed 28 |
Ventriloquism |
5th |
21 |
Mature adult |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+0 |
31 (2 size, +23 natural), touch 8, flat-footed 31 |
DR 10/magic |
7th |
22 |
Old |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+0 |
34 (2 size, +26 natural), touch 8, flat-footed 34 |
Hallucinatory terrain |
9th |
24 |
Very old |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+0 |
37 (2 size, +29 natural), touch 8, flat-footed 37 |
DR 15/magic |
11th |
25 |
Ancient |
40 ft., burrow 20 ft., fly 200 ft. (clumsy) |
+0 |
38 (4 size, +32 natural), touch 6, flat-footed 38 |
Veil |
13th |
27 |
Wyrm |
40 ft., burrow 20 ft., fly 200 ft. (clumsy) |
+0 |
41 (4 size, +35 natural), touch 6, flat-footed 41 |
DR 20/magic |
15th |
29 |
Great wyrm |
40 ft., burrow 20 ft., fly 200 ft. (clumsy) |
+0 |
44 (4 size, +38 natural), touch 6, flat-footed 44 |
Mirage arcana |
17th |
31 |
*Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., fly 100 ft. (average), swim 40 ft |
+0 |
15 (+1 size, +4 natural), touch 11, flat-footed 15 |
Immunity to acid, water breathing |
|
|
Very young |
40 ft., fly 150 ft. (poor), swim 40 ft |
+0 |
17 (+7 natural), touch 10, flat-footed 17 |
|
|
|
Young |
40 ft., fly 150 ft. (poor), swim 40 ft |
+0 |
20 (+10 natural), touch 10, flat-footed 20 |
|
|
|
Juvenile |
40 ft., fly 150 ft. (poor), swim 40 ft |
+0 |
22 (1 size, +13 natural), touch 9, flat-footed 22 |
1st |
|
|
Young adult |
40 ft., fly 150 ft. (poor), swim 40 ft |
+0 |
25 (1 size, +16 natural), touch 9, flat-footed 25 |
DR 5/magic |
3rd |
19 |
Adult |
40 ft., fly 150 ft. (poor), swim 40 ft |
+0 |
27 (2 size, +19 natural), touch 8, flat-footed 27 |
Suggestion |
5th |
21 |
Mature adult |
40 ft., fly 150 ft. (poor), swim 40 ft |
+0 |
30 (2 size, +22 natural), touch 8, flat-footed 30 |
DR 10/magic |
7th |
22 |
Old |
40 ft., fly 150 ft. (poor), swim 40 ft |
+0 |
33 (2 size, +25 natural), touch 8, flat-footed 33 |
Plant growth |
9th |
24 |
Very old |
40 ft., fly 150 ft. (poor), swim 40 ft |
+0 |
36 (2 size, +28 natural), touch 8, flat-footed 36 |
DR 15/magic |
11th |
25 |
Ancient |
40 ft., fly 200 ft. (clumsy), swim 40 ft |
+0 |
37 (4 size, +31 natural), touch 6, flat-footed 37 |
Dominate person |
13th |
27 |
Wyrm |
40 ft., fly 200 ft. (clumsy), swim 40 ft |
+0 |
40 (4 size, +34 natural), touch 6, flat-footed 40 |
DR 20/magic |
15th |
28 |
Great wyrm |
40 ft., fly 200 ft. (clumsy), swim 40 ft |
+0 |
43 (4 size, +37 natural), touch 6, flat-footed 43 |
Command plants |
17th |
30 |
A wyrmling green dragon's scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings.
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., fly 150 ft. (poor) |
+0 |
16 (+6 natural), touch 10, flat-footed 16 |
Immunity to fire, vulnerability to cold |
|
|
Very young |
40 ft., fly 150 ft. (poor) |
+0 |
18 (1 size, +9 natural), touch 9, flat-footed 18 |
|
|
|
Young |
40 ft., fly 150 ft. (poor) |
+0 |
21 (1 size, +12 natural), touch 9, flat-footed 21 |
|
1st |
|
Juvenile |
40 ft., fly 150 ft. (poor) |
+0 |
24 (1 size, +15 natural), touch 9, flat-footed 24 |
Locate object |
3rd |
|
Young adult |
40 ft., fly 150 ft. (poor) |
+0 |
26 (2 size, +18 natural), touch 8, flat-footed 26 |
DR 5/magic |
5th |
19 |
Adult |
40 ft., fly 150 ft. (poor) |
+0 |
29 (2 size, +21 natural), touch 8, flat-footed 29 |
|
7th |
21 |
Mature adult |
40 ft., fly 150 ft. (poor) |
+0 |
32 (2 size, +24 natural), touch 8, flat-footed 32 |
DR 10/magic |
9th |
23 |
Old |
40 ft., fly 200 ft. (clumsy) |
+0 |
33 (4 size, +27 natural), touch 6, flat-footed 33 |
Suggestion |
11th |
24 |
Very old |
40 ft., fly 200 ft. (clumsy) |
+0 |
36 (4 size, +30 natural), touch 6, flat-footed 36 |
DR 15/magic |
13th |
26 |
Ancient |
40 ft., fly 200 ft. (clumsy) |
+0 |
39 (4 size, +33 natural), touch 6, flat-footed 39 |
Find the path |
15th |
28 |
Wyrm |
40 ft., fly 200 ft. (clumsy) |
+0 |
42 (4 size, +36 natural), touch 6, flat-footed 42 |
DR 20/magic |
17th |
30 |
Great wyrm |
40 ft., fly 200 ft. (clumsy) |
+0 |
41 (8 size, +39 natural), touch 2, flat-footed 41 |
Discern location |
19th |
32 |
*Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster Level |
SR |
Wyrmling |
60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft. |
+0 |
14 (+2 size, +2 natural), touch 12, flat-footed 14 |
Icewalking, immunity to cold, vulnerability to fire |
|
|
Very young |
60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft. |
+0 |
16 (+1 size, +5 natural), touch 11, flat-footed 16 |
|
|
|
Young |
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
18 (+8 natural), touch 10, flat-footed 18 |
|
|
|
Juvenile |
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
21 (+11 natural), touch 10, flat-footed 21 |
Fog cloud |
|
|
Young adult |
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
23 (1 size, +14 natural), touch 9, flat-footed 23 |
DR 5/magic |
|
16 |
Adult |
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
26 (1 size, +17 natural), touch 9, flat-footed 26 |
Gust of wind |
1st |
18 |
Mature adult |
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
28 (2 size, +20 natural), touch 8, flat-footed 28 |
DR 10/magic |
3rd |
20 |
Old |
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
31 (2 size, +23 natural), touch 8, flat-footed 31 |
Freezing fog |
5th |
21 |
Very old |
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
34 (2 size, +26 natural), touch 8, flat-footed 34 |
DR 15/magic |
7th |
23 |
Ancient |
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
37 (2 size, +29 natural), touch 8, flat-footed 37 |
Wall of ice |
9th |
24 |
Wyrm |
60 ft., burrow 30 ft., fly 250 ft. (clumsy), swim 60 ft. |
+0 |
38 (4 size, +32 natural), touch 6, flat-footed 38 |
DR 20/magic |
11th |
25 |
Great wyrm |
60 ft., burrow 30 ft., fly 250 ft. (clumsy), swim 60 ft. |
+0 |
41 (4 size, +35 natural), touch 6, flat-footed 41 |
Control weather |
13th |
27 |
The scales of a wyrmling white dragon glisten like mirrors. As the dragon ages, the sheen disappears, and by very old age, scales of pale blue and light gray are mixed in with the white.
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster Level |
SR |
Wyrmling |
60 ft., burrow 30 ft., fly 150 ft. (average) |
+0 |
15 (+2 size, +3 natural), touch 12, flat-footed 15 |
Immunity to fire, speak with animals, vulnerability to cold |
|
|
Very young |
60 ft., burrow 30 ft., fly 150 ft. (average) |
+0 |
17 (+1 size, +6 natural), touch 11, flat-footed 17 |
|
|
|
Young |
60 ft., burrow 30 ft., fly 200 ft. (poor) |
+0 |
19 (+9 natural), touch 10, flat-footed 19 |
|
1st |
|
Juvenile |
60 ft., burrow 30 ft., fly 200 ft. (poor) |
+0 |
22 (+12 natural), touch 10, flat-footed 22 |
Endure elements |
3rd |
|
Young adult |
60 ft., burrow 30 ft., fly 200 ft. (poor) |
+0 |
24 (1 size, +15 natural), touch 9, flat-footed 24 |
DR 5/magic |
5th |
18 |
Adult |
60 ft., burrow 30 ft., fly 200 ft. (poor) |
+0 |
27 (1 size, +18 natural), touch 9, flat-footed 27 |
Suggestion |
7th |
20 |
Mature adult |
60 ft., burrow 30 ft., fly 200 ft. (poor) |
+0 |
29 (2 size, +21 natural), touch 8, flat-footed 29 |
DR 10/magic |
9th |
22 |
Old |
60 ft., burrow 30 ft., fly 200 ft. (poor) |
+0 |
32 (2 size, +24 natural), touch 8, flat-footed 32 |
Control winds |
11th |
24 |
Very old |
60 ft., burrow 30 ft., fly 200 ft. (poor) |
+0 |
35 (2 size, +27 natural), touch 8, flat-footed 35 DR |
15/magic |
13th |
25 |
Ancient |
60 ft., burrow 30 ft., fly 200 ft. (poor) |
+0 |
38 (2 size, +30 natural), touch 8, flat-footed 38 |
Control weather |
15th |
27 |
Wyrm |
60 ft., burrow 30 ft., fly 250 ft. (clumsy) |
+0 |
39 (4 size, +33 natural), touch 6, flat-footed 39 |
DR 20/magic |
17th |
28 |
Great wyrm |
60 ft., burrow 30 ft., fly 250 ft. (clumsy) |
+0 |
42 (4 size, +36 natural), touch 6, flat-footed 42 |
Summon djinni |
19th |
30 |
*Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., fly 100 ft. (average), swim 60 ft. |
+0 |
16 (+1 size, +5 natural), touch 11, flat-footed 16 |
Immunity to electricity, water breathing, speak with animals |
|
|
Very young |
40 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
18 (+8 natural), touch 10, flat-footed 18 |
|
|
|
Young |
40 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
21 (+11 natural), touch 10, flat-footed 21 |
Alternate form |
1st |
|
Juvenile |
40 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
23 (1 size, +14 natural), touch 9, flat-footed 23 |
|
3rd |
|
Young adult |
40 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
26 (1 size, +17 natural), touch 9, flat-footed 26 |
DR 5/magic |
5th |
20 |
Adult |
40 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
28 (2 size, +20 natural), touch 8, flat-footed 28 |
Create food and water, fog cloud |
7th |
22 |
Mature adult |
40 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
31 (2 size, +23 natural), touch 8, flat-footed 31 |
DR 10/magic |
9th |
23 |
Old |
40 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
34 (2 size, +26 natural), touch 8, flat-footed 34 |
Detect thoughts |
11th |
25 |
Very old |
40 ft., fly 150 ft. (poor), swim 60 ft. |
+0 |
37 (2 size, +29 natural), touch 8, flat-footed 37 |
DR 15/magic |
13th |
26 |
Ancient |
40 ft., fly 200 ft. (clumsy), swim 60 ft. |
+0 |
38 (4 size, +32 natural), touch 6, flat-footed 38 |
Control water |
15th |
28 |
Wyrm |
40 ft., fly 200 ft. (clumsy), swim 60 ft. |
+0 |
41 (4 size, +35 natural), touch 6, flat-footed 41 |
DR 20/magic |
17th |
29 |
Great wyrm |
40 ft., fly 200 ft. (clumsy), swim 60 ft. |
+0 |
44 (4 size, +38 natural), touch 6, flat-footed 44 |
Control weather |
19th |
31 |
*Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., fly 100 ft. (average) |
+0 |
16 (+2 size, +4 natural), touch 12, flat-footed 16 |
Immunity to acid, spider climb |
|
|
Very young |
40 ft., fly 100 ft. (average) |
+0 |
18 (+1 size, +7 natural), touch 11, flat-footed 18 |
|
|
|
Young |
40 ft., fly 150 ft. (poor) |
+0 |
20 (+10 natural), touch 10, flat-footed 20 |
|
1st |
|
Juvenile |
40 ft., fly 150 ft. (poor) |
+0 |
23 (+13 natural), touch 10, flat-footed 23 |
|
3rd |
|
Young adult |
40 ft., fly 150 ft. (poor) |
+0 |
25 (1 size, +16 natural), touch 9, flat-footed 25 |
DR 5/magic |
5th |
19 |
Adult |
40 ft., fly 150 ft. (poor) |
+0 |
28 (1 size, +19 natural), touch 9, flat-footed 28 |
Stone shape |
7th |
21 |
Mature adult |
40 ft., fly 150 ft. (poor) |
+0 |
30 (2 size, +22 natural), touch 8, flat-footed 30 |
DR 10/magic |
9th |
23 |
Old |
40 ft., fly 150 ft. (poor) |
+0 |
33 (2 size, +25 natural), touch 8, flat-footed 33 |
Transmute rock to mud/mud to rock |
11th |
25 |
Very old |
40 ft., fly 150 ft. (poor) |
+0 |
36 (2 size, +28 natural), touch 8, flat-footed 36 |
DR 15/magic |
13th |
26 |
Ancient |
40 ft., fly 150 ft. (poor) |
+0 |
39 (2 size, +31 natural), touch 8, flat-footed 39 |
Wall of stone |
15th |
28 |
Wyrm |
40 ft., fly 200 ft. (clumsy) |
+0 |
40 (4 size, +34 natural), touch 6, flat-footed 40 |
DR 20/magic |
17th |
29 |
Great wyrm |
40 ft., fly 200 ft. (clumsy) |
+0 |
43 (4 size, +37 natural), touch 6, flat-footed 43 |
Move earth |
19th |
31 |
*Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
+0 |
33 (2 size, +25 natural), touch 8, flat-footed 33 |
Transmute rock to mud/mud to rock |
11th |
25 |
Very old |
40 ft., fly 150 ft. (poor) |
+0 |
36 (2 size, +28 natural), touch 8, flat-footed 36 |
DR 15/magic |
13th |
26 |
Ancient |
40 ft., fly 150 ft. (poor) |
+0 |
39 (2 size, +31 natural), touch 8, flat-footed 39 |
Wall of stone |
15th |
28 |
Wyrm |
40 ft., fly 200 ft. (clumsy) |
+0 |
40 (4 size, +34 natural), touch 6, flat-footed 40 |
DR 20/magic |
17th |
29 |
Great wyrm |
40 ft., fly 200 ft. (clumsy) |
+0 |
43 (4 size, +37 natural), touch 6, flat-footed 43 |
Move earth |
19th |
31 |
*Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
At birth, a copper dragon's scales have a ruddy brown color with a metallic tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by young adult age. Very old dragons' scales pick up a green tint. A copper dragon's pupils fade with age, and the eyes of great wyrms resemble glowing turquoise orbs.
Combat
A copper dragon appreciates wit and usually doesn't harm creatures that can relate a joke, humorous story, or riddle the dragon has not heard before. It quickly gets annoyed with anyone who doesn't laugh at its jokes or accept its tricks with good humor. It likes to taunt and annoy opponents into giving up or acting foolishly.
An angry copper dragon prefers to mire foes using transmute rock to mud. The dragon pushes trapped opponents into the mud or snatches and carries them aloft. A copper dragon tries to draw airborne enemies into narrow, stony gorges where it can use its spider climb ability and maneuver them into colliding with the walls.
Breath Weapon (Su): A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.
Spider Climb (Ex): A copper dragon can climb on stone surfaces as though using the spider climb spell.
Spell-Like Abilities: 2/daystone shape (adult or older); 1/daytransmute rock to mud or mud to rock (old or older), wall of stone (ancient or older), move earth (great wyrm).
Skills: Bluff, Hide, and Jump are considered class skills for copper dragons.
GOLD DRAGON
Dragon (Fire)
Environment: Warm plains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (25); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (12 and 25 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 910 HD; very young 1213 HD; young 1516 HD; juvenile 1819 HD; young adult 2122 HD; adult 2425 HD; mature adult 2728 HD; old 3031 HD; very old 3334 HD; ancient 3637 HD; wyrm 3940 HD; great wyrm 42+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others
Gold Dragons by Age
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
M |
8d12+16 (68) |
17 |
10 |
15 |
14 |
15 |
14 |
+8/+11 |
+11 |
+8 |
+6 |
+8 |
2d10 (16) |
|
Very young |
L |
11d12+33 (104) |
21 |
10 |
17 |
16 |
17 |
16 |
+11/+20 |
+15 |
+10 |
+7 |
+10 |
4d10 (18) |
|
Young |
L |
14d12+42 (133) |
25 |
10 |
17 |
16 |
17 |
16 |
+14/+25 |
+20 |
+12 |
+9 |
+12 |
6d10 (20) |
|
Juvenile |
L |
17d12+68 (178) |
29 |
10 |
19 |
18 |
19 |
18 |
+17/+30 |
+25 |
+14 |
+10 |
+14 |
8d10 (22) |
|
Young adult |
H |
20d12+100 (230) |
31 |
10 |
21 |
18 |
19 |
18 |
+20/+38 |
+28 |
+17 |
+12 |
+16 |
10d10 (25) |
24 |
Adult |
H |
23d12+115 (264) |
33 |
10 |
21 |
20 |
21 |
20 |
+23/+42 |
+32 |
+18 |
+13 |
+18 |
12d10 (26) |
26 |
Mature adult |
H |
26d12+156 (325) |
35 |
10 |
23 |
20 |
21 |
20 |
+26/+46 |
+36 |
+21 |
+15 |
+20 |
14d10 (29) |
28 |
Old |
G |
29d12+203 (391) |
39 |
10 |
25 |
24 |
25 |
24 |
+29/+55 |
+39 |
+23 |
+16 |
+23 |
16d10 (31) |
31 |
Very old |
G |
32d12+256 (464) |
41 |
10 |
27 |
26 |
27 |
26 |
+32/+59 |
+43 |
+26 |
+18 |
+26 |
18d10 (34) |
34 |
Ancient |
G |
35d12+315 (542) |
43 |
10 |
29 |
28 |
29 |
28 |
+35/+63 |
+47 |
+28 |
+19 |
+28 |
20d10 (36) |
36 |
Wyrm |
C |
38d12+380 (627) |
45 |
10 |
31 |
30 |
31 |
30 |
+38/+71 |
+47 |
+31 |
+21 |
+31 |
22d10 (39) |
39 |
Great wyrm |
C |
41d12+451 (717) |
47 |
10 |
33 |
32 |
33 |
32 |
+41/+75 |
+51 |
+33 |
+22 |
+33 |
24d10 (41) |
41 |
Gold Dragon Abilities by Age
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster Level |
SR |
Wyrmling |
60 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
17 (+7 natural), touch 10, flat-footed 17 |
Alternate form, immunity to fire, vulnerability to cold, water breathing |
|
|
Very young |
60 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
19 (1 size, +10 natural), touch 9, flat-footed 19 |
|
|
|
Young |
60 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
22 (1 size, +13 natural), touch 9, flat-footed 22 |
1st |
|
|
Juvenile |
60 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
25 (1 size, +16 natural), touch 9, flat-footed 25 |
Bless |
3rd |
|
Young adult |
60 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
27 (2 size, +19 natural), touch 8, flat-footed 27 |
DR 5/magic |
5th |
21 |
Adult |
60 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
30 (2 size, +22 natural), touch 8, flat-footed 30 |
Luck bonus |
7th |
23 |
Mature adult |
60 ft., fly 200 ft. (poor), swim 60 ft. |
+0 |
33 (2 size, +25 natural), touch 8, flat-footed 33 |
DR 10/magic |
9th |
25 |
Old |
60 ft., fly 250 ft. (clumsy), swim 60 ft. |
+0 |
34 (4 size, +28 natural), touch 6, flat-footed 34 |
Geas/quest, detect gems |
11th |
27 |
Very old |
60 ft., fly 250 ft. (clumsy), swim 60 ft. |
+0 |
37 (4 size, +31 natural), touch 6, flat-footed 37 |
DR 15/magic |
13th |
28 |
Ancient |
60 ft., fly 250 ft. (clumsy), swim 60 ft. |
+0 |
40 (4 size, +34 natural), touch 6, flat-footed 40 |
Sunburst 15th |
30 |
|
Wyrm |
60 ft., fly 250 ft. (clumsy), swim 60 ft. |
+0 |
39 (8 size, +37 natural), touch 2, flat-footed 39 |
DR 20/magic |
17th |
31 |
Great wyrm |
60 ft., fly 250 ft. (clumsy), swim 60 ft. |
+0 |
42 (8 size, +40 natural), touch 2, flat-footed 42 |
Foresight |
19th |
33 |
*Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.
On hatching, a gold dragon's scales are dark yellow with golden metallic flecks.
The flecks get larger as the dragon matures until, at the adult stage, the scales are completely golden. Gold dragons' faces are bewhiskered and sagacious; as they age, their pupils fade until the eyes resemble pools of molten gold.
Combat
Gold dragons usually parley before fighting. When conversing with intelligent creatures, they use Intimidate and Sense Motive to gain the upper hand. In combat, they employ bless and their luck bonus; older dragons use their luck bonus at the start of each day. They make heavy use of spells in combat. Among their favorites are cloudkill, delayed blast fireball, fire shield, globe of invulnerability, maze, sleep, slow, and stinking cloud.
Breath Weapon (Su): A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.
Alternate Form (Su): A gold 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 at its caster level, 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.
Water Breathing (Ex): A gold 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).
Luck Bonus (Sp): Once per day an adult or older gold 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.
Detect Gems (Sp): An old or older gold 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 2ndlevel spell.
Other Spell-Like Abilities: 3/daybless (juvenile or older); 1/daygeas/quest (old or older), sunburst (ancient or older), foresight (great wyrm).
Skills: Disguise, Heal, and Swim are considered class skills for gold dragons.
SILVER DRAGON
Dragon (Cold)
Environment: Temperate mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (25); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (12 and 25 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: Always lawful good
Advancement: Wyrmling 89 HD; very young 1112 HD; young 1415 HD; juvenile 1718 HD; young adult 2021 HD; adult 2324 HD; mature adult 2627 HD; old 2930 HD; very old 3233 HD; ancient 3536 HD; wyrm 3839 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others
Silver Dragons by Age
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ Grapple |
Attack |
Fort Save |
Ref Save |
Will Save |
Breath Weapon (DC) |
Frightful Presence DC |
Wyrmling |
S |
7d12+7 (52) |
13 |
10 |
13 |
14 |
15 |
14 |
+7/+4 |
+9 |
+6 |
+5 |
+7 |
2d8 (14) |
|
Very young |
M |
10d12+20 (85) |
15 |
10 |
15 |
14 |
15 |
14 |
+10/+12 |
+12 |
+9 |
+7 |
+9 |
4d8 (17) |
|
Young |
M |
13d12+26 (110) |
17 |
10 |
15 |
16 |
17 |
16 |
+13/+16 |
+16 |
+10 |
+8 |
+11 |
6d8 (18) |
|
Juvenile |
L |
16d12+48 (152) |
19 |
10 |
17 |
18 |
19 |
18 |
+16/+24 |
+19 |
+13 |
+10 |
+14 |
8d8 (21) |
|
Young adult |
L |
19d12+76 (199) |
23 |
10 |
19 |
18 |
19 |
18 |
+19/+29 |
+24 |
+15 |
+11 |
+15 |
10d8 (23) |
23 |
Adult |
H |
22d12+110 (253) |
27 |
10 |
21 |
20 |
21 |
20 |
+22/+38 |
+28 |
+18 |
+13 |
+18 |
12d8 (26) |
26 |
Mature adult |
H |
25d12+125 (287) |
29 |
10 |
21 |
20 |
21 |
20 |
+25/+42 |
+32 |
+19 |
+14 |
+19 |
14d8 (27) |
27 |
Old |
H |
28d12+168 (350) |
31 |
10 |
23 |
22 |
23 |
22 |
+28/+46 |
+36 |
+22 |
+16 |
+22 |
16d8 (30) |
30 |
Very old |
H |
31d12+186 (387) |
33 |
10 |
23 |
24 |
25 |
24 |
+31/+50 |
+40 |
+23 |
+17 |
+24 |
18d8 (31) |
32 |
Ancient |
G |
34d12+238 (459) |
35 |
10 |
25 |
26 |
27 |
26 |
+34/+58 |
+42 |
+26 |
+19 |
+27 |
20d8 (34) |
35 |
Wyrm |
G |
37d12+333 (573) |
39 |
10 |
29 |
28 |
29 |
28 |
+37/+63 |
+47 |
+29 |
+20 |
+29 |
22d8 (37) |
37 |
Great wyrm |
C |
40d12+400 (660) |
43 |
10 |
31 |
30 |
31 |
30 |
+40/+72 |
+48 |
+32 |
+22 |
+32 |
24d8 (40) |
40 |
Silver Dragon Abilities by Age
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster Level |
SR |
Wyrmling |
40 ft., fly 100 ft. (average) |
+0 |
17 (+1 size, +6 natural), touch 11, flat-footed 17 |
Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire |
|
|
Very young |
40 ft., fly 150 ft. (poor) |
+0 |
19 (+9 natural), touch 10, flat-footed 19 |
|
|
|
Young |
40 ft., fly 150 ft. (poor) |
+0 |
22 (+12 natural), touch 10, flat-footed 22 |
|
1st |
|
Juvenile |
40 ft., fly 150 ft. (poor) |
+0 |
24 (1 size, +15 natural), touch 9, flat-footed 24 |
Feather fall |
3rd |
|
Young adult |
40 ft., fly 150 ft. (poor) |
+0 |
27 (1 size, +18 natural), touch 9, flat-footed 27 |
DR 5/magic |
5th |
20 |
Adult |
40 ft., fly 150 ft. (poor) |
+0 |
29 (2 size, +21 natural), touch 8, flat-footed 29 |
Fog cloud |
7th |
22 |
Mature adult |
40 ft., fly 150 ft. (poor) |
+0 |
32 (2 size, +24 natural), touch 8, flat-footed 32 |
DR 10/magic |
9th |
24 |
Old |
40 ft., fly 150 ft. (poor) |
+0 |
35 (2 size, +27 natural), touch 8, flat-footed 35 |
Control winds |
11th |
26 |
Very old |
40 ft., fly 150 ft. (poor) |
+0 |
38 (2 size, +30 natural), touch 8, flat-footed 38 |
DR 15/magic |
13th |
27 |
Ancient |
40 ft., fly 200 ft. (clumsy) |
+0 |
39 (4 size, +33 natural), touch 6, flat-footed 39 |
Control weather |
15th |
29 |
Wyrm |
40 ft., fly 200 ft. (clumsy) |
+0 |
42 (4 size, +36 natural), touch 6, flat-footed 42 |
DR 20/magic |
17th |
30 |
Great wyrm |
40 ft., fly 200 ft. (clumsy) |
+0 |
41 (8 size, +39 natural), touch 2, flat-footed 41 |
Reverse gravity |
19th |
32 |
*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.
Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.
Alternate Form (Su): A silver 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 at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal 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.
Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Spell-Like Abilities: 3/dayfog cloud (adult or older), control winds (old or older); 2/dayfeather fall (juvenile or older); 1/day control weather (ancient or older), reverse gravity (great wyrm).
Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.
DRAGON TURTLE
|
Huge Dragon (Aquatic) |
Hit Dice: |
12d12+60 (138 hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4 squares), swim 30 ft. |
Armor Class: |
25 (2 size, +17 natural), touch 8, flat-footed 25 |
Base Attack/Grapple: |
+12/+28 |
Attack: |
Bite +18 melee (4d6+8) |
Full Attack: |
Bite +18 melee (4d6+8) and 2 claws +13 melee (2d8+4) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Breath weapon, snatch, capsize |
Special Qualities: |
Darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, scent |
Saves: |
Fort +13, Ref +8, Will +9 |
Abilities: |
Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12 |
Skills: |
Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21 |
Feats: |
Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch |
Environment: |
Temperate aquatic |
Organization: |
Solitary |
Challenge Rating: |
9 |
Treasure: |
Triple standard |
Alignment: |
Usually neutral |
Advancement: |
1324 HD (Huge); 2536 HD (Gargantuan) |
Level Adjustment: |
|
Its rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell resemble light dancing on open water. The turtle's legs, tail, and head are a lighter green, flecked with golden highlights. An adult dragon turtle can measure from 20 to 30 feet from snout to tail, with a shell from 15 to 25 feet in diameter, and can weigh 8,000 to 32,000 pounds.
Dragon turtles speak Aquan, Draconic, and Common.
COMBAT
Dragon turtles are fierce fighters and generally attack any creature that threatens their territory or looks like a potential meal.
Breath Weapon (Su): Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 21 half; effective both on the surface and underwater. The save DC is Constitution-based.
Capsize (Ex): A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
Skills: A dragon turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
It can use the run action while swimming, provided it swims in a straight line.
*Dragon turtles have a +8 racial bonus on Hide checks when submerged.
DRAGONNE
|
Large Magical Beast |
Hit Dice: |
9d10+27 (76 hp) |
Initiative: |
+6 |
Speed: |
40 ft. (8 squares), fly 30 ft. (poor) |
Armor Class: |
18 (1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 |
Base Attack/Grapple: |
+9/+17 |
Attack: |
Bite +12 melee (2d6+4) |
Full Attack: |
Bite +12 melee (2d6+4) and 2 claws +7 melee (2d4+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Pounce, roar |
Special Qualities: |
Darkvision 60 ft., low-light vision, scent |
Saves: |
Fort +9, Ref +8, Will +4 |
Abilities: |
Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12 |
Skills: |
Listen +11, Spot +11 |
Feats: |
Blind-Fight, Combat Reflexes, Improved Initiative, Track |
Environment: |
Temperate deserts |
Organization: |
Solitary, pair, or pride (510) |
Challenge Rating: |
7 |
Treasure: |
Double standard |
Alignment: |
Usually neutral |
Advancement: |
1012 HD (Large); 1327 HD (Huge) |
Level Adjustment: |
+4 (cohort) |
A dragonne possesses huge claws and fangs, and large eyes, usually the color of its scales. A dragonne is about 12 feet long and weighs about 700 pounds.
Dragonnes speak Draconic.
COMBAT
A dragonne's wings are useful only for short flights, carrying the creature for 10 to 30 minutes at a time. Nevertheless, it uses its wings effectively in battle. If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position.
Pounce (Ex): If a dragonne charges, it can make a full attack in the same round.
Roar (Su): A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.
Skills: Dragonnes have a +4 racial bonus on Listen and Spot checks.
Carrying Capacity: A light load for a dragonne is up to 348 pounds; a medium load, 349699 pounds, and a heavy load, 7001,050 pounds.
DRIDER
|
Large Aberration |
Hit Dice: |
6d8+18 (45 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6 squares), climb 15 ft. |
Armor Class: |
17 (1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 |
Base Attack/Grapple: |
+4/+10 |
Attack: |
Dagger +5 melee (1d6+2/1920) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3) |
Full Attack: |
2 daggers +3 melee (1d6+2/1920, 1d6+1/1920) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Spells, spell-like abilities, poison |
Special Qualities: |
Darkvision 60 ft., spell resistance 17 |
Saves: |
Fort +5, Ref +4, Will +8 |
Abilities: |
Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16 |
Skills: |
Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9 |
Feats: |
Combat Casting, Two-Weapon Fighting, Weapon Focus (bite) |
Environment: |
Underground |
Organization: |
Solitary, pair, or troupe (12 plus 712 Medium monstrous spiders) |
Challenge Rating: |
7 |
Treasure: |
Double standard |
Alignment: |
Always chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
+4 |
Driders speak Elven, Common, and Undercommon.
COMBAT
Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy's reach.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.
Spell-Like Abilities: 1/daydancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.
Spells: Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.
Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): 0daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1stmage armor, magic missile, ray of enfeeblement, silent image; 2nd invisibility, web; 3rdlightning bolt.
Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
DRYAD
|
Medium Fey |
Hit Dice: |
4d6 (14 hp) |
Initiative: |
+4 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
17 (+4 Dex, +3 natural), touch 14, flat-footed 13 |
Base Attack/Grapple: |
+2/+2 |
Attack: |
Dagger +6 melee (1d4/1920) or masterwork longbow +7 ranged (1d8/x3) |
Full Attack: |
Dagger +6 melee (1d4/1920) or masterwork longbow +7 ranged (1d8/x3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities |
Special Qualities: |
Damage reduction 5/cold iron, tree dependent, wild empathy |
Saves: |
Fort +3, Ref +8, Will +6 |
Abilities: |
Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18 |
Skills: |
Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings) |
Feats: |
Great Fortitude, Weapon Finesse |
Environment: |
Temperate forests |
Organization: |
Solitary or grove (47) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually chaotic good |
Advancement: |
By character class |
Level Adjustment: |
|
A dryad's delicate features are much like a female elf 's, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons.
Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions.
Dryads speak Common, Elven, and Sylvan.
COMBAT
Shy, intelligent, and resolute, dryads are as elusive as they are alluringthey avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense.
Spell-Like Abilities: At willentangle (DC 13), speak with plants, tree shape; 3/day charm person (DC 13), deep slumber (DC 15), tree stride; 1/daysuggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.
Tree Dependent (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad's oak does not radiate magic.
Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that the dryad has a +6 racial bonus on the check.
DWARF
|
Dwarf, 1st-Level Warrior |
Duergar, 1st-Level Warrior |
|
Medium Humanoid (Dwarf) |
Medium Humanoid (Dwarf) |
Hit Dice: |
1d8+2 (6 hp) |
1d8+5 (9 hp) |
Initiative: |
+0 |
+0 |
Speed: |
20 ft. in scale mail (4 squares); base speed 20 ft. |
20 ft. in chainmail (4 squares); base speed 20 ft. |
Armor Class: |
16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16 |
17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17 |
Base Attack/Grapple: |
+1/+2 |
+1/+2 |
Attack: |
Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3) |
Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/1920) |
Full Attack: |
Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3) |
Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/1920) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks: |
Dwarf traits |
Duergar traits, spell-like abilities |
Special Qualities: |
Darkvision 60 ft., dwarf traits |
Darkvision 60 ft., duergar traits |
Saves: |
Fort +4*, Ref +0*, Will 1* |
Fort +4*, Ref +0*, Will 1* |
Abilities: |
Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6 |
Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4 |
Skills: |
Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2 |
Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently 4, Spot +2 |
Feats: |
Weapon Focus (dwarven waraxe) |
Toughness |
Environment: |
Temperate mountains (Deep: Underground) |
Underground |
Organization: |
Team (24), squad (1120 plus 2 3rd-level sergeants and 1 leader of 3rd6th level), or clan (30100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) |
Team (24), squad (916 plus 3 3rd-level sergeants and 1 leader of 3rd8th level) or clan (2080 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 36 6th-level lieutenants, and 14 9th-level captains) |
Challenge Rating: |
½ |
1 |
Treasure: |
Standard coins; double goods; standard items |
Standard coins, double goods, standard items |
Alignment: |
Often lawful good (Deep: Usually lawful neutral or neutral) |
Often lawful evil |
Advancement: |
By character class |
By character class |
Level Adjustment: |
+0 |
+1 |
Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.
Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.
Most dwarves encountered outside their home are warriors.
COMBAT
Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.
Dwarf Traits (Ex): Dwarves possess the following racial traits.
+2 Constitution, 2 Charisma.
Medium size.
A dwarf 's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision out to to 60 feet.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
+2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
+1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
Favored Class: Fighter.
The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
SUBRACES
The information above is for hill dwarves, the most common variety.
There are three other major dwarven subraces, which differ from hill dwarves as follows.
Deep Dwarf
These dwarves live far underground and tend to be more standoffish with non-dwarves.
Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.
Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.
Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
Racial bonus on saves against spells and spell-like abilities increases to +3.
Racial bonus on Fortitude saves against poisons increases to +3.
Darkvision out to 90 feet.
Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
Duergar
Sometimes called gray dwarves, these evil beings dwell in the underground.
Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.
Duergar speak Dwarven and Undercommon.
Duergar Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
4 Charisma instead of 2.
Darkvision out to 120 feet.
Immunity to paralysis, phantasms, and poison. This trait replaces the hill dwarf 's +2 racial bonus on saving throws against poison.
+2 racial bonus on saves against spells and spell-like abilities.
Spell-Like Abilities: 1/dayenlarge person and invisibility as a wizard of twice the duergar's class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.
Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
+4 racial bonus on Move Silently checks.
+1 racial bonus on Listen and Spot checks.
Automatic Languages: Common, Dwarven, Undercommon.
Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. This trait replaces the hill dwarf 's automatic and bonus languages.
Favored Class: Fighter.
Level adjustment +1
Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.
The duergar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating: Duergar with levels in NPC classes have a CR equal to their character level. Duergar with levels in PC classes have a CR equal to their character level +1.
Mountain Dwarf
Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.