Name | Wyrmling Black Dragon |
---|---|
Sorted Name | Black Dragon, Wyrmling |
Family | Dragon, True |
Size and Type | Tiny Dragon (Water) |
Hit Dice Count | 4 |
Hit Dice | 4d12+4 (30 hp) |
Random Hit Points | 4d12+4 - 4 |
Initiative | +0 |
Speed | 60 ft., fly 100 ft. (average), swim 60 ft. |
Armor Class | 15 (+2 size, +3 natural), touch 12, flat-footed 15 |
Base Attack/Grapple | +4/-4 |
Attack | Bite +6 (1d4) melee |
Full Attack | Bite +6 (1d4) melee, 2 Claws +6 (1d3) melee |
Space/Reach | 2-1/2 ft./0 ft. (5 ft. with bite) |
Special Attacks | Breath weapon (30 ft. line of acid 2d4, DC 13) |
Special Qualities | Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing |
Saves | Fort +5, Ref +4, Will +4 |
Abilities | Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8 |
Skills | Concentration +3, Diplomacy +0, Escape Artist +1, Hide +9, Intimidate +1, Knowledge (any 1) +2, Listen +9, Move Silently +1, Search +6, Sense Motive +1, Spot +9, Swim +1, Use Magic Device +0 |
Feats | Alertness, Hover |
Environment | Warm marshes |
Challenge Rating | 3 |
Organization | Solitary or clutch (2-5) |
Treasure | Triple standard |
Alignment | Always chaotic evil |
Advancement | 5-6 HD (Tiny) |
Level Adjustment | +3 |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Wyrmling black dragon; CR 3; Tiny dragon (water); HD 4d12+4; hp 30; Init +0; Spd 60 ft., fly 100 ft. (average), swim 60 ft.; AC 15 (+2 size, +3 natural), touch 12, flat-footed 15; Base Atk +4; Grp -4; Atk +6 melee (1d4, bite); Full Atk +6 melee (1d4, bite) and +6 melee (1d3, 2 claws); Space/Reach 2-1/2 ft./0 ft. (5 ft. with bite); SA Breath weapon (30 ft. line of acid 2d4, DC 13); SQ Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing; AL CE; SV Fort +5, Ref +4, Will +4; Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8 Skills and Feats: Concentration +3, Diplomacy +0, Escape Artist +1, Hide +9, Intimidate +1, Knowledge (any 1) +2, Listen +9, Move Silently +1, Search +6, Sense Motive +1, Spot +9, Swim +1, Use Magic Device +0; Alertness, Hover |
Black Dragon
Dragon (Water) Environment: Warm marshes Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: 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; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22 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; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others - Black Dragons by Age
Black Dragon Abilities by Age
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. CombatBlack 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 or older 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. Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell. Other Spell-Like Abilities: 3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older). Skills: Hide, Move Silently, and Swim are considered class skills for black dragons. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Bite +6 (1d4) melee, or Bite +6 (1d4) melee, 2 Claws +6 (1d3) melee
feats: ALERTNESS, HOVER, ,