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Monsters Dr-Dw


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MONSTERS (Dr-Dw)

DRAGON, TRUE
The known varieties of true dragons (as opposed to other creatures that have the dragon type) fall into two broad categories: chromatic and metallic. The chromatic dragons are black, blue, green, red, and white; they are all evil and extremely fierce. The metallic dragons are brass, bronze, copper, gold, and silver; they are all good, usually noble, and highly respected by the wise.
All rue dragons gain more abilities and greater power as they age from wyrmling to adult. (Other creatures that have the dragon type do not.) The size of a particular dragon varies according to age and variety. While dragons may not increase much in raw power after reaching adult age, they are extremely long-lived, and certain to continue growing in fierceness, knowledge, cunning or reputation, eventually earning status as Great Wyrm among dragons.
A dragon’s metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare.
Although goals and ideals vary among varieties, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is no such thing as enough treasure. It’s pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the age of great wyrm, hundreds of gems and coins may be imbedded in its hide.
All dragons speak Draconic.
COMBAT
A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).
The table below provides space and reach statistics for dragons of various sizes, plus the natural weapons a dragon of a certain size can employ and the damage those attacks deal.
Bite: Bite attacks deal the indicated damage plus the dragon’s Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.
Claw: Claw attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a –5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to –2).
Wing: The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down) and are treated as secondary attacks.
Tail Slap: The dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down) and is treated as a secondary attack.
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 three or more size categories smaller than the dragon (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. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking 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.
A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down).
Grappling: Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.
Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier.
Breath weapons come in two basic shapes, line and cone, whose areas vary with the dragon’s size.

Dragon Breath Weapons

Dragon Size

Line* (Length)

Cone** (Length)

Tiny

30 ft.

15 ft.

Small

40 ft.

20 ft.

Medium

60 ft.

30 ft.

Large

80 ft.

40 ft.

Huge

100 ft.

50 ft.

*A line is always 5 feet high and 5 feet wide.

**A cone is as high and wide as its length.

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 of 30 feet x the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Cha modifier) 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.
Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domain lists as arcane spells.
Spell-Like Abilities: A dragon’s spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragon’s Cha modifier + spell level. All spell-like abilities are usable once per day unless otherwise noted.
Damage Reduction: Young adult and older dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description.
Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as indicated in the variety descriptions.
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.
Skills: All dragons have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)
Feats: All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic feat that is available and useful to sorcerers.

Dragon Age Categories

Category

Age (Years)

1 Wyrmling

0–5

2 Very young

6–15

3 Young

16–25

4 Juvenile

26–50

5 Young adult

51–100

6 Adult or older

101–1,201 or more



Dragon Space/Reach, Attacks, and Damage

Size

Space/Reach*

1 Bite

2 Claws

2 Wings

1 Tail Slap

1 Crush

Tiny

2-1/2 ft./0 ft. (5 ft. with bite)

1d4

1d3

Small

5 ft./5 ft.

1d6

1d4

Medium

5 ft./5 ft.

1d8

1d6

1d4

Large

10 ft./5 ft. (10 ft. with bite)

2d6

1d8

1d6

1d8

Huge

15 ft./10 ft. (15 ft. with bite)

2d8

2d6

1d8

2d6

2d8

*A dragon’s bite attack has reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon’s size.


Dragon Overland Movement
Chromatic and metallic dragons are exceedingly strong flyers and can cover vast distances quickly. A dragon’s overland flying speed is a function of its tactical fly speed, as shown on the table below.

Dragon Overland Flying Speeds


――――― Dragon’s Fly Speed ―――――


100 feet

150 feet

200 feet

One Hour




Normal

15 miles

20 miles

30 miles

Hustle

24 miles

40 miles

60 miles

One Day




Normal

120 miles

160 miles

240 miles

Dragons do not tire as quickly as other creatures when moving overland on the ground. If a dragon attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour.
DRAGONHIDE
Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality.

CHROMATIC DRAGONS
Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.

BLACK DRAGON
Dragon (Water)
Environment: Warm marshes
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD
Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others ―

Black 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

T

4d12+4 (30)

11

10

13

8

11

8

+4/–4

+6

+5

+4

+4

2d4 (13)

Very young

S

7d12+7 (52)

13

10

13

8

11

8

+7/+4

+9

+6

+5

+5

4d4 (14)

Young

M

10d12+20 (85)

15

10

15

10

11

10

+10/+12

+12

+9

+7

+7

6d4 (17)

Juvenile

M

13d12+26 (110)

17

10

15

10

11

10

+13/+16

+16

+10

+8

+8

8d4 (18)

Young adult

L

16d12+48 (152)

19

10

17

12

13

12

+16/+24

+19

+13

+10

+11

10d4 (21)

19

Adult

L

19d12+76 (199)

23

10

19

12

13

12

+19/+29

+24

+15

+11

+12

12d4 (23)

20


Black Dragon Abilities by Age

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

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 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): A black dragon has one type of breath weapon, a line of acid.
Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Corrupt Water (Sp): Once per day an adult black dragon can stagnate 10 cubic feet of water, 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 save (DC equal to that of the dragon’s frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.\
Other Spell-Like Abilities: 3/day―darkness (juvenile or older; radius 10 feet per age category)
Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.

BLUE DRAGON
Dragon (Earth)
Environment: Temperate deserts
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult or older 11
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult or older 19–20 HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others ―

Blue 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

6d12+6 (45)

13

10

13

10

11

10

+6/+3

+8

+6

+5

+5

2d8 (14)

Very young

M

9d12+18 (76)

15

10

15

10

11

10

+9/+11

+11

+8

+6

+6

4d8 (16)

Young

M

12d12+24 (102)

17

10

15

12

13

12

+12/+15

+15

+10

+8

+9

6d8 (18)

Juvenile

L

15d12+45 (142)

19

10

17

14

15

14

+15/+23

+18

+12

+9

+11

8d8 (20)

Young adult or older

L

18d12+72 (189)

23

10

19

14

15

14

+18/+28

+23

+15

+11

+13

10d8 (23)

21


Blue Dragon Abilities by Age

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 or older

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

*Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.

A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.
Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.
Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems―especially sapphires.
Combat
Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Juvenile or older dragons use their  sound imitation special abilitiy in concert with these tactics to improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.
Breath Weapon (Su): A blue dragon has one type of breath weapon, a line of lightning.
Create/Destroy Water (Sp): A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.
Sound Imitation (Ex): A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse.
Skills: Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

GREEN DRAGON
Dragon (Air)
Environment: Temperate forests
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings : Wyrmling 3; very young 4; young 5; juvenile 8; young adult or older11
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult or older 18–19 HD
Level Adjustment: Wyrmling +5; very young +5; young +5; juvenile +6; others ―

Green 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

5d12+5 (37)

13

10

13

10

11

10

+5/+2

+7

+5

+4

+4

2d6 (13)

Very young

M

8d12+16 (68)

15

10

15

10

11

10

+8/+10

+10

+8

+6

+6

4d6 (16)

Young

M

11d12+22 (93)

17

10

15

12

13

12

+11/+14

+14

+9

+7

+8

6d6 (17)

Juvenile

L

14d12+42 (133)

19

10

17

14

15

14

+14/+22

+17

+12

+9

+11

8d6 (20)

Young adult or older

L

17d12+68 (178)

23

10

19

14

15

14

+17/+27

+22

+14

+10

+12

10d6 (22)

20


Green Dragon Abilities by Age

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 or older

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

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.
Combat
Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target is intriguing or seems formidable, the dragon stalks the creature to determine the best time to strike and the most appropriate tactics to use. If the target appears weak, the dragon makes its presence known quickly―it enjoys evoking terror. Sometimes the dragon elects to control a humanoid creature through intimidation and suggestion. Green dragons especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby.
Breath Weapon (Su): A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.
Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons.

RED DRAGON
Dragon (Fire)
Environment: Warm mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult or older 13
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult or older 20–21 HD;
Level Adjustment: Wyrmling +4; very young +5; young +6; others ―

Red 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

7d12+14 (59)

17

10

15

10

11

10

+7/+10

+10

+7

+5

+5

2d10 (15)

Very young

L

10d12+30 (95)

21

10

17

12

13

12

+10/+19

+14

+10

+7

+8

4d10 (18)

Young

L

13d12+39 (123)

25

10

17

12

13

12

+13/+24

+19

+11

+8

+9

6d10 (19)

Juvenile

L

16d12+64 (168)

29

10

19

14

15

14

+16/+29

+24

+14

+10

+12

8d10 (22)

Young adult or older

H

19d12+95 (218)

31

10

21

14

15

14

+19/+37

+27

+16

+11

+13

10d10 (24)

21


Red Dragon Abilities by Age

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 or older

40 ft., fly 150 ft. (poor)

+0

26 (–2 size, +18 natural), touch 8, flat-footed 26

DR 5/magic

5th

19

*Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.

The small scales of a wyrmling red dragon are a bright glossy scarlet, making the dragon easily spotted by predators and hunters, so it stays underground and does not venture outside until it is more able to take care of itself. Toward the end of young age, the scales turn a deeper red, and the glossy texture is replaced by a smooth, dull finish. As the dragon grows older, the scales become large, thick, and as strong as metal. The neck frill and wings are an ash blue or purple-gray toward the edges, becoming darker with age. The pupils of a red dragon fade as it ages; the oldest red dragons have eyes that resemble molten lava orbs.
Combat
Because red dragons are so confident, they seldom pause to appraise an adversary. On spotting a target, they make a snap decision whether to attack, using one of many strategies worked out ahead of time. A red dragon lands to attack small, weak creatures with its claws and bite rather than obliterating them with its breath weapon, so as not to destroy any treasure they might be carrying.
Breath Weapon (Su): A red dragon has one type of breath weapon, a cone of fire.
Locate Object (Sp): A juvenile or older red dragon can use this ability as the spell of the same name, once per day per age category.
Skills: Appraise, Bluff, and Jump are considered class skills for red dragons.

WHITE DRAGON
Dragon (Cold)
Environment: Cold mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 4–5 HD; very young 7–8 HD; young 10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others ―

White 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

T

3d12+3 (22)

11

10

13

6

11

6

+3/–5

+5

+4

+3

+3

1d6 (12)

Very young

S

6d12+6 (45)

13

10

13

6

11

6

+6/+3

+8

+6

+5

+5

2d6 (14)

Young

M

9d12+18 (76)

15

10

15

6

11

6

+9/+11

+11

+8

+6

+6

3d6 (16)

Juvenile

M

12d12+24 (102)

17

10

15

8

11

8

+12/+15

+15

+10

+8

+8

4d6 (18)

Young adult

L

15d12+45 (142)

19

10

17

8

11

10

+15/+23

+18

+12

+9

+9

5d6 (20)

17

Adult

L

18d12+72 (189)

23

10

19

10

11

12

+18/+28

+23

+15

+11

+11

6d6 (23)

20


White Dragon Abilities by Age

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

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.
Combat
White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, then try to knock out a single opponent with a follow-up attack.
Breath Weapon (Su): A white dragon has one type of breath weapon, a cone of cold.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Other Spell-Like Abilities: 3/day―fog cloud (juvenile or older), gust of wind (adult or older)
Skills: Hide, Move Silently, and Swim are considered class skills for white dragons.

METALLIC DRAGONS
Metallic dragons make up the good branch of dragonkind, but they are every bit as aggressive as their evil cousins when threatened or challenged. They also tend to be covetous and proud.

BRASS DRAGON
Dragon (Fire)
Environment: Warm deserts
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12
Treasure: Triple standard
Alignment: Always chaotic good
Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD
Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others ―

Brass 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

T

4d12+4 (30)

11

10

13

10

11

10

+4/–4

+6

+5

+4

+4

1d6 (13)

Very young

S

7d12+7 (52)

13

10

13

10

11

10

+7/+4

+9

+6

+5

+5

2d6 (14)

Young

M

10d12+20 (85)

15

10

15

12

13

12

+10/+12

+12

+9

+7

+8

3d6 (17)

Juvenile

M

13d12+26 (110)

17

10

15

12

13

12

+13/+16

+16

+10

+8

+9

4d6 (18)

Young adult

L

16d12+48 (152)

19

10

17

14

15

14

+16/+24

+19

+13

+10

+12

5d6 (21)

20

Adult

L

19d12+76 (199)

23

10

19

14

15

14

+19/+29

+24

+15

+11

+13

6d6 (23)

21


Brass Dragon Abilities by Age

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

*Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.


At birth, a brass dragon’s scales are a dull, mottled brown. As the dragon gets older, the scales become more brassy until they reach a warm, burnished appearance. The grand head-plates of a brass dragon are smooth and metallic, and it sports bladed chin horns that grow sharper with age. Wings and frills are mottled green toward the edges, darkening with age. As the dragon grows older, its pupils fade until the eyes resemble molten metal orbs.
Combat
Brass dragons would rather talk than fight. If an intelligent creature tries to leave without engaging in conversation, the dragon might force compliance in a fit of pique, using suggestion or a dose of sleep gas. A creature put to sleep may wake to find itself pinned or buried to the neck in the sand until the dragon’s thirst for small talk is slaked. When faced with real danger, younger brass dragons fly out of sight, then hide by burrowing into the sand. Older dragons spurn this ploy but still prefer to have the advantage in combat.
Breath Weapon (Su): A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.
Spell-Like Abilities: At will―speak with animals; 3/day―endure elements (juvenile or older; radius 10 ft. x dragon’s age category); 1/day―suggestion (adult or older).
Skills: Bluff, Gather Information, and Survival are considered class skills for brass dragons.

BRONZE DRAGON
Dragon (Water)
Environment: Temperate hills
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult or older 12
Treasure: Triple standard
Alignment: Always lawful good
Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult or older 19–20 HD
Level Adjustment: Wyrmling +4; very young +4; young +6; others ―

Bronze 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

6d12+6 (45)

13

10

13

14

15

14

+6/+3

+8

+6

+5

+7

2d6 (14)

Very young

M

9d12+18 (76)

15

10

15

14

15

14

+9/+11

+11

+8

+6

+8

4d6 (16)

Young

M

12d12+24 (102)

17

10

15

16

17

16

+12/+15

+15

+10

+8

+11

6d6 (18)

Juvenile

L

15d12+45 (142)

19

10

17

18

19

18

+15/+23

+18

+12

+9

+13

8d6 (20)

Young adult or older

L

18d12+72 (189)

23

10

19

18

19

18

+18/+28

+23

+15

+11

+15

10d6 (23)

23


Bronze Dragon Abilities by Age

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 or older

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

*Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.

A bronze wyrmling’s scales are yellow tinged with green, showing only a hint of bronze. As the dragon approaches adulthood, its color deepens slowly to a darker, rich bronze tone. Very old dragons develop a blue-black tint to the edges of their scales. Powerful swimmers, they have webbed feet and smooth, flat scales. The pupils of its eyes fade as a dragon ages, until in the oldest the eyes resemble glowing green orbs.
Combat
Bronze dragons dislike killing animals and would rather bribe them (perhaps with food) or force them away magically. 
When attacking they blind their opponents with a fog cloud spell and then charge or, if flying, snatch them up. Against seafaring opponents they smash the vessels’ hulls. If a dragon is inclined to be lenient, ships might be merely broken-masted.
Breath Weapon (Su): Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Alternate Form (Su): A young or older bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Spell-Like Abilities: At will―speak with animals
Skills: Disguise, Swim, and Survival are considered class skills for bronze dragons.

COPPER DRAGON
Dragon (Earth)
Environment: Warm hills
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult or older11
Treasure: Triple standard
Alignment: Always chaotic good
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult or older18–19 HD
Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others ―

Copper 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

T

5d12+5 (37)

11

10

13

12

13

12

+5/–3

+7

+5

+4

+5

2d4 (13)

Very young

S

8d12+8 (60)

13

10

13

12

13

12

+8/+5

+10

+7

+6

+7

4d4 (15)

Young

M

11d12+22 (93)

15

10

15

14

15

14

+11/+13

+13

+9

+7

+9

6d4 (17)

Juvenile

M

14d12+28 (119)

17

10

15

14

15

14

+14/+17

+17

+11

+9

+11

8d4 (19)

Young adult or older

L

17d12+51 (161)

19

10

17

16

17

16

+17/+25

+20

+13

+10

+13

10d4 (21)

21


Copper Dragon Abilities by Age

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 or older

40 ft., fly 150 ft. (poor)

+0

25 (–1 size, +16 natural), touch 9, flat-footed 25

DR 5/magic

5th

19

*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.
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.
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 (2–5); adult: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 5; very young 7; young 9; juvenile 11; young adult or older 14
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 or older21–22 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 or older

H

20d12+100 (230)

31

10

21

18

19

18

+20/+38

+28

+17

+12

+16

10d10 (25)

24


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 or older

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

*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 bonus. They make heavy use of spells in combat. Among their favorites are 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.  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).
Other Spell-Like Abilities: 3/day―bless (juvenile or older)
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 (2–5); adult: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult or older 13
Treasure: Triple standard
Alignment: Always lawful good
Advancement: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult or older 20–21 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 or older

L

19d12+76 (199)

23

10

19

18

19

18

+19/+29

+24

+15

+11

+15

10d8 (23)

23


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 or older

40 ft., fly 150 ft. (poor)

+0

27 (–1 size, +18 natural), touch 9, flat-footed 27

DR 5/magic

5th

20

*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. Against flying opponents, a silver dragon hides in clouds, 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.  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.
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:

13–24 HD (Huge); 25–36 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 (5–10)

Challenge Rating:

7

Treasure:

Double standard

Alignment:

Usually neutral

Advancement:

10–12 HD (Large); 13–27 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, 349–699 pounds, and a heavy load, 700–1,050 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+2/19–20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)

Full Attack:

2 daggers +3 melee (1d6+2/19–20, 1d6+1/19–20) 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 (1–2 plus 7–12 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/day―dancing 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): 0―daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st―mage armor, magic missile, ray of enfeeblement, silent image; 2nd― invisibility, web; 3rd―lightning 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 (1d4/19–20) or masterwork longbow +7 ranged (1d8/x3)

Full Attack:

Dagger +6 melee (1d4/19–20) 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 (4–7)

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 alluring―they 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 will―entangle (DC 13), speak with plants, tree shape; 3/day― charm person (DC 13), deep slumber (DC 15); 1/day―suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.
Tree Stride (Sp): Three times per day, a dryad can use an ability that allows here to enter trees and move from inside one tree to inside another. The first tree she enters and all others entered must be of the same kind, must be living, and must be large enough to contain the dryad's form. By moving into an oak tree (for example), she instantly knows the location of all other oak trees within 1500ft and may choose whether to pass into one or simply immediately step back out of the tree without transporting. The dryad may move into a tree up to six times per use of the tree stride ability (passing from one tree to another counts only as moving into one tree), and each use lasts for 6 hours or until the dryad transports and exits a tree. Each transport is a full-round action. The dryad may choose to remain within a tree without transporting herself, but she is forced out when the effect duration ends. If the tree in which the dryad is concealed is chopped down or burned, she is slain unless she exits the tree before it is killed.
This special ability is equivalent to a 5th-level spell.
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 (1d8/19–20)

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 (1d8/19–20)

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 (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or clan (30–100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Team (2–4), squad (9–16 plus 3 3rd-level sergeants and 1 leader of 3rd–8th level) or clan (20–80 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 3–6 6th-level lieutenants, and 1–4 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/day―enlarge 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.

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