Juvenile Black Dragon

MapTool Token

NameJuvenile Black Dragon
Sorted NameBlack Dragon, Juvenile
FamilyDragon, True
Size and TypeMedium Dragon (Water)
Hit Dice Count13
Hit Dice13d12+26 (110 hp)
Random Hit Points13d12+26 - 26
Initiative+4
Speed60 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple+13/+16
Attack

Bite +17 (1d8+3) melee

Full Attack

Bite +17 (1d8+3) melee, 2 Claws +17 (1d6+1) melee, 2 Wings +16 (1d4+1) melee

Space/Reach5 ft./5 ft.
Special AttacksBreath weapon (60 ft. line of acid 8d4, DC 18)
Special Qualities

Blindsense 60 ft., darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing

SavesFort +10, Ref +8, Will +8
AbilitiesStr 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills

Concentration +6, Diplomacy +4, Escape Artist +4, Hide +4, Intimidate +4, Knowledge (any 1) +12, Listen +18, Move Silently +4, Search +16, Sense Motive +4, Spot +18, Swim +7, Use Magic Device +4

Feats

Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

EnvironmentWarm marshes
Challenge Rating7
Organization

Solitary or clutch (2-5)

TreasureTriple standard
AlignmentAlways chaotic evil
Advancement14-15 HD (Medium)
Level Adjustment+4
VersionSRD
SourcesSystem Reference Document
Stat_Block

Juvenile black dragon; CR 7; Medium dragon (water); HD 13d12+26; hp 110; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 22 (+12 natural), touch 10, flat-footed 22; Base Atk +13; Grp +16; Atk +17 melee (1d8+3, bite); Full Atk +17 melee (1d8+3, bite) and +17 melee (1d6+1, 2 claws) and +16 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA Breath weapon (60 ft. line of acid 8d4, DC 18); SQ Blindsense 60 ft., darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing; AL CE; SV Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Skills and Feats: Concentration +6, Diplomacy +4, Escape Artist +4, Hide +4, Intimidate +4, Knowledge (any 1) +12, Listen +18, Move Silently +4, Search +16, Sense Motive +4, Spot +18, Swim +7, Use Magic Device +4; Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

Black Dragon

Black Dragon, Juvenile
Medium Dragon (Water)
Hit Dice:
13d12+26 (110 hp)
Initiative:
+4
Speed:
60 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class:
22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple:
+13/+16
Attack:
Bite +17 (1d8+3) melee
Full Attack:
Bite +17 (1d8+3) melee, 2 Claws +17 (1d6+1) melee, 2 Wings +16 (1d4+1) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (60 ft. line of acid 8d4, DC 18)
Special Qualities:
Blindsense 60 ft., darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing
Saves:
Fort +10, Ref +8, Will +8
Abilities:
Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills:
Concentration +6, Diplomacy +4, Escape Artist +4, Hide +4, Intimidate +4, Knowledge (any 1) +12, Listen +18, Move Silently +4, Search +16, Sense Motive +4, Spot +18, Swim +7, Use Magic Device +4
Feats:
Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Warm marshes
Organization:
Solitary or clutch (2-5)
Challenge Rating:
7
Treasure:
Triple standard
Alignment:
Always chaotic evil
Advancement:
14-15 HD (Medium)
Level Adjustment:
+4

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

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
Mature adult
H
22d12+110 (253)
27
10
21
14
15
14
+22/+38
+28
+18
+13
+15
14d4 (26)
23
Old
H
25d12+125 (287)
29
10
21
14
15
14
+25/+42
+32
+19
+14
+16
16d4 (27)
24
Very old
H
28d12+168 (350)
31
10
23
16
17
16
+28/+46
+36
+22
+16
+19
18d4 (30)
27
Ancient
H
31d12+186 (387)
33
10
23
16
17
16
+31/+50
+40
+23
+17
+20
20d4 (31)
28
Wyrm
G
34d12+238 (459)
35
10
25
18
19
18
+34/+58
+42
+26
+19
+23
22d4 (34)
31
Great wyrm
G
37d12+296 (536)
37
10
27
20
21
20
+37/+62
+46
+28
+20
+25
24d4 (36)
33

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
Damage reduction 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
Damage reduction 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
Damage reduction 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
Damage reduction 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.

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 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 +17 (1d8+3) melee, or Bite +17 (1d8+3) melee, 2 Claws +17 (1d6+1) melee, 2 Wings +16 (1d4+1) melee

feats: ALERTNESS, HOVER, IMPROVED INITIATIVE, WEAPON FOCUS (BITE), WEAPON FOCUS (CLAW), ,